You are quite right but not completely. You've got the result which looks LIKE in MAYA because Maya uses Autoquad function - during modeling it dynamically changes the orientation of internal edges. When you retriangulate the mesh in Max the result LOOKS pretty similar but no identical because the retriangulation…
I sometimes use subD to see how the shading on the model is calculated since the shading algorithm in use these days attempts to approximate the subD surface that would result from your model. If I want the mesh to reflect a specific detail I'll make sure it's visible in the subdivided mesh, once the subdivision is removed…
Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
Hello guys, I am trying to find a script which can give a perfect normal for cylinder in maya, any suggestions on what are you guys using now? I have tried some smart scripts, but all can not give a good result as the pic below: The vertex normal on the around side is not able to perpendicular the face perfect, but on the…
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@nymbis No problem! @pasha_sevez I don't know about the first case you sent. But I can tell the second one is clearly a stitching problem. If you go back in MD, you'll realize the stitchings aren't snapped in the right point. The algorithm is working fine on that front. It's simply catching up with the fact that those…
I'm looking forward to this... always had a niggling thought at the back of my mind that this is the way it should be done, especially for vegetation. The next step could be just throwing algorithms at it. Imagine being able to create a scene just from a basic set of instructions about types of plants and terrain type? or…
I still think you should do some research on the basics of what NURMS modeling is. There are no options, really. You either sub-d the mesh, or not. When you say 'only a 1/3 of the model needs it', it doesn't really make any sense. It's hard to explain but sub-D modeling techniques like edgelooping/termination/routing…
It's heading in the right direction, but it's clearly not there yet. That process uses solid colored images. If you attempt to provide something more complex like a photo you get very iffy meshes. For example: https://www.youtube.com/watch?v=HO1LYJb818Q But it's definitely heading there. Think of any style asset that has a…
Indeed, you will want to enable your smoothing groups and binormals when exporting from Maya. I would also suggest to stay on the "unweighted" vertex normals mode (you can change this setting in the shape node of your mesh under "mesh controls"). Also avoid the triangulate setting when exporting in FBX, it's a different…