Yeah, going through Deep Exploration is probably what's causing the triangulation. As for the verts unwelding, are you using .3ds format anywhere in the process? 3DS format unwelds verts on UV seams since it only allows 1 UV vertex for every 1 "physical" vertex. If you get those OBJ import/export scripts for Max, you won't…
Okay guys, so I tried to do some modular assests. Here I will post 2 different projects with different parameters. I am going to post few wquestions alongside, hopefully to make things better. Lets start with the more optimized version. Altough the overall polycount is low, the shape is not really poping out. These are…
Not sure if this is the right place to put this, but hopefully someone here will be able to help with my problem. I am trying to make an LoD for a model I am making for tf2. When I merge a vertex that is on a seam with another vertex, the uv grid messes up and all verts on the uv grid that represent the vert on the seam…
Anyone know if there's a way to transfer vertex colour (RGBA) info from one channel to another in maya? I need to do a bunch of vertex alpha work, but would prefer to work in one of the RGB channels and then copy that info to the alpha channel. That way I can work in shaded wireframe view with opaque objects, rather than…
I'm sure the answer is staring at me, but I can't seem to find it. I've got a mesh w/ the vertex paint modifier on it, and I want to color pick from a vert. In Maya I could select a vertex and then click a "grab from selected" option. I'd like to do the same here. The eye dropper doesn't seem exact because there's banding…
Sometimes In max when I'm painting the weights in the skin modifier, I get vertex colouring over the mesh, not just coloured verts. Sometimes I don't. At the miunte I'm rigging someones model and the head has the vertex colours but the body doesn't. The head and body are 2 different materials of a Multisub material, but I…
Nice work so far, especially the cloth looks very clean. The area around the front delts looks a bit strange and the transition to the biceps a bit sharp for the overall style and body type, but nothing that needs fixing urgently if you already moved on. The reference is hard to see at that resolution, but maybe that's the…
I would avoid Modo for modeling if your goal is low res game art. Its nice if you want to pump out some pixar like toons but modeling wise, I just dont see it. Its control scheme for working in the viewport is also god awful. That said, I have tried to use blender off and on throughout the years and only recently was I…
Thanks for the comparison images, guys. That's really helpful - and cool looking models too! Adding a check box to choose which way the channels should go is very easy. Yes, I will add that to all my shaders. It's a handy feature - especially for a shader that's being used by several different companies. Solving the sharp…
Thanks sprunghunt. Ive resolved the issue. The vertex normals were wrong and never should have worked in 4.21. Why they did is just going to be a mystery. Updating the project file from 4.21 to 4.25 wouldnt break the model, but reimporting the exact same model would. I tried every combination of the normal import and…