To anwrap a mesh to another mesh existing UV you just need to project that UV from one mesh to another . Both Maya attribute transfer, Max projection modifier and Blender data transfer modifier can do it. Sometimes it may take a few manual fixes around seams although . There is also a special soft that can directly wrap…
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea. I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this. Please correct me if i am wrong, i'd love to have this…
So, I've exported the same mesh to Blender and I've added a Bevel modifier + Weighted Normal Modifier and the result is perfect: Then I've exported the same mesh from Blender to Maya and it is still perfect: So I guess that the tool AMT Normal Tools is not working properly in Maya 2018. Are there any modern tool/script to…
Ah, I didn't use the symmetry modifier. I cloned the polys I wanted to mirror, mirrored them and welded them back onto the model. Will try the symmetry modifier now and report back. By the mesh "triangulation" you mean the hidden edges on 4 sided polys yes? So when you go to edge mode and hit "turn" you can see the…
It's really easy with MaxScript. It only took a couple of minutes to put this together. It only works if an unwrap modifier is active in the modify panel. If the script ever crashes you'll need to close and reopen it. [url=https://www.dropbox.com/s/zzlyb0ps27xawg6/Martinez_ScaleUVWsByNumber.mcr?raw=1]Download[/url] To…
Hi guys, With the release of 4.15 the LUT included in Tip 01 no longer gives correct results due to the tonemapper changes. I have created a new LUT that works correctly with 4.15 unclampes the whites. Left is with LUT, right is without. I realized using the Levels modifier gives more accurate results over Brightness…
1) You can unwrap multiple objects to the same UVs by selecting them and applying an unwrap modifier. No need to combine or muck around with groups. 2) Yes, you were making it hard for yourself. Generally, instances share an identical modifier stack. So, all you need to is unwrap one of the instanced objects and every…
Hey Joost just checking back in the thread and I watched a few videos of quad chamfer online. Do you have to set smoothing groups up for the quad chamfer to work with vertex normals? Or is it somehow done through the modifier? edit: In this video in the very beginning, is he editing the vertex normals through the modifier…
1. Best way to do this is to add the modifiers via Maxscript. So in the end you have a toolbar with buttons that add modifiers with specified settings. 2. Nope, not that I know of. 3. The left one is in Group: "Unwrap UVW" and is called "Geom Element" or "Geom Element Select Mode" ( both work) The right one is in Group…
Another question, if i may :) : Does zbrush create the uvs, or do you need to make a base mesh with uvs to get the thing working afterwards ? Oh, and: if you modify the edgeflow somewhere on the mesh, is the sculpt saved or does the modified part becomes a "flat non sculpted area" ? (yeah I lied its two questions :>)…