you could always use the secondary smoothbrush by letting go of shift while still pressing down left mousebutton, it uses another algorithm to smooth and usually does a good job with these things, also, the polishbrush always works for these things
Letting the engine triangulate it out instead of fixing the Ngons is just poor workflow and using unnecessary algorithm from the engine to solve it. I am not stating that it's wrong, just that it is frowned upon. http://www.polycount.com/forum/showthread.php?t=117108
Remember, 3d graphics requires all that math you thought would be completely useless in real life when you were taught it in school. Matrices, vector spaces, quaternions, etc. Lots of algorithms for graphs, sets, etc as well.
Thanks poopipe , but unfortunately color one doesn't do Max blending . So it's for pretty limited usage. Ironically Max is still in the list but never worked with color one. I asked Algorithmic then Adobe but they never fixed it. I managed to do it same way shape splatter does it by doing 4 gray fx-maps in sync , but it…
From the video it seems that you are trying to unwrap an n-gon, and I think that algorithm can't figure out how to solve it. Try to tessellate to a decent amount of polygons, there should be an internal tool or plugin that do that in 3ds Max.
Tip: You can smooth those out by holding shift + click to start smoothing and release shift while continuing smoothing :D ( when you release shift it uses another algorithm that works better in those cases )
just for reference when you create curvature bakes with 3do baker will it bake out one then throw it though an algorithm or bake out each of the 7 different ranges to get better fidelity and avoid seam-based shenanigans?
they have gathered pretty much all the best features of PS, painter, sai/clip paint studio, and other packages (I think only artrage currently wins with their advanced color mixing algorithms, but it's an odd software, idk)
yeah, you could also use some advanced edge detection algorithms to get a nicer sharpen effect. sharpening is nothing more than increasing the contrast between adjacent pixels depending on how much contrast there is to begin with.
Importantly, it is a vague noise applied to the high-precision source image, before quantization :) But yea, more advanced algorithms exist that take surrounding pixels into consideration, though I am not aware of any uses in rendering (it's mostly for print).