To achieve this you can edit the cage . I am not sure about Maya but in MAx and Blender the tracing is happening in direction between low poly vertex and corresponding cage vertex. You can make the "face" side of a cylinder doing more like planar projecting , lesser of a lens effect for an expense of stronger distortion…
Hey, I would try Edit Triangulation in the Edit Poly modifier. If that doesn't improve things you could have a play around with the Edit Normals modifier.
Try converting to an editable mesh, or even adding an edit mesh modifier. Triangulated edges will be hashed out, and you can always go back to editable poly.
I am getting a message, that editing posts needs to be approved - so I am unable to see the edit of my first post, as well as the last post (because I edited this as well)
I download v1.14 but it don't work with edit poly, it just work with editable poly. I have RegularizeEdgeLoop and it just work with editable poly too. can you help me guys?
tldr; Can this be customized at all by the user or is it hard coded in the .exe? I haven't tried to play with the AA option in 3, since i can't touch 4 atm. (taking bout the renderer, not enabling AA on maps more edges of the mesh on lower res.) longer: By my outsiders observations, it seems the option of 1/2 quality…
I have a few models this is starting to happen to me. Once the error message appears, I go to click to find the faces, and max crashes - every single time. The weld idea isnt working on my model. I receive a prompt from max that no vertices were within range. Is there another way to identify the face? This one has me…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…