well this tool lets you place uv-seam edges from within editable poly, ie you can use hide, selection tools whatever you need and exists in editablepoly. the lscm unwrapper only stores its results into the unwrap modifier. if it is packing of aligned rectangle stuff (say bbox of uv chunks) then it can be put into…
I have an old-ish bookmark that doesn't work (here). So I wanted to use Search to find the title "environment texturing using vertex blending". But the search algorithm seems to ignore quotes around a string, like: ... instead it just searches for every keyword, and returns any thread that contains at least one of them. :(…
If you're looking for a one click solution then Rizom seemed pretty good when I tried it out a few years back - I didn't bother getting it cos auto unwrapping is a false economy It's worth pointing out that Max's manual tools are very good if you take the time to learn them - the main weaknesses are the absence of a good…
So, when you made cut down middle of the skull and then it unfolded without overlap, that indicates that the tool is working correctly. I could not explain the algorithm by which is works but you can imagine it like unfolding a cardboard box. If you do not cut all of the sides appropriately, you simply cannot unfold it. So…
My understanding, and I could be wrong about this, is that when a new vertex is generated by the tessellation algorithm its normal is calculated based on its distance between the 3 verts in the triangle that it's derived from(Unity only uses triangular tessellation). So, if the normals of the low poly are perpendicular to…
Try using the Reset X-Form modifier. Select your mesh, click on the Utilities tab (Hammer icon), click the "Reset XForm" button, click "Reset selected". now collapse your modifier stack and start UVing again. You should do this with all meshes before you start to UV things or in general if you transform things in object…
Got it! Okay so your model is sound; the normals are flipped inside out on the entire model but I assume that happened while you were trying to figure out how to fix the faceting on the model. The issue is Maya itself. It has never been very good at rendering transparency in the viewport unfortunately. Working in Viewport…
I've not got 2017 to try this out but... if you could use the DCmod to identify verts with > 5 attached edges, convert that selection to edges and add it to an edge selection based off smoothing group boundaries? you'd get the same basic algorithm I used in my own version of quick high poly to select edges for chamfering.…
Basically you asking about two different algorithms, Im not sure where either originated from, I would imagine they are not the same as the two products have two separate development teams. Maya looks like its expanding the pixels based on the normal and max looks like it just going straight along the x axis. If you want…
Ok seeing as this thread has kind of turned into the Waywo for art techniques, i thought it would be cool to post up some info I've been working on for a while. I posted it up on my tumblr, http://muzzfayce.tumblr.com/post/101657302329/the-shading-algorithm-for-painters-lighting-technical I'm posting it here though as i…