To hide a group Shift+Ctrl+Click on it - this hides all but the group. Then Shift+Ctrl+click on it again - this reverses the visibility so that all but the group is visible. To show the whole of the mesh Shift+Ctrl+Click on the background. Also remember that you can use the Tool>Polygroups>Group Visible to adjust grouping.…
I could have worded that better, instead of preventing hard edges I meant preventing the seams caused by them (and also the uv split). I am using hard edges on the 90 degree edges without issues, I just don't want them in places like this: I think you just explained the whole issue here. When I export the .obj as quads I…
Hey @pasha_sevez I was investigating the case you sent me. I'm a little bit baffled: there's definitely something weird going on in your base mesh. Maybe you could double check the stitchings in the shoulder area and make sure they end up in the right point. However, that doesn't really explain why it's behaving so dumb.…
My employer has us on SoildWorks so I was thankfully able to get back into some older software I used before but I couldn't get a clean version out on an STL or STEP for the High to bake down from as there was smoothing issues. I have access to Moi3D and when I loaded my STEP file in and exported the OBJ it was extremely…
PROCESS: - started with the standard sphere. - Bumped out the eyes nose, made the brush a little smaller, made some craptastic hair - Ran it through UV master, exported the normal and obj. - Brought he OBJ into 3ds max - went into the UV maps and welded all the verticies at .001 - bumped up the spec and normal map to…
i have encountered that issue at times. could not find a solution when it happened. but worth trying: use xnormal's 3D viewer (under tools) to inspect what your baking scene looks like - do the objects look weird or are they not in the correct place? run your OBJs through some other 3d package to inspect them for anything…
Kodde - I think I was too tired to be asking questions last night, sorry for any confusion. Pretty much everything you said is my general solution to a misaligned pivot. I was messing around with the component mode and noticed that I couldn't enter values into the channel box to rotate the axis of the pivot without it…
Here's my workflow for such situations: 1)Extract as obj your highpoly models, separately each object 2)Do retopo (i prefer 3d coat, it have auto retopogy, very easy to use). On each object. 3)Extract retopologized obj's (uvunwrap it in 3d coat or max or whatever) 4)Load highpoly meshes and low poly in Xnormal. And bake it…
Looks cool, but I'm wondering why you modelled it in Milkshape when you say you have 3ds max 7? ZBrush works a lot better with quad geometry, and AFAIK milkshape only works in triangles. You'd have a much cleaner mesh if the control mesh was quads - tris can lead to pinching of geometry and odd smoothing in ZBrush. The…
so its goodbye? - not a nice attitude the way I do such things is merging all objects to 1 unique Object together and unwrap that one (or if you have max2008/2009 you can edit multiple objects at once- but usually i use external tools such as UvLayout that eat only 1 *.OBJ file). Once you unwrapped and layouted split it…