Weighting normals is... weighting them, so during calculation, normal direction is based on angle between faces AND face size. The bigger face is, the more vertex normal is pointing towards normal of this face. But will NEVER be perpendicular due to weighting. Vertex normal direction is based on proportion between size of…
Almost too many to post in one post... http://nemesis.thewavelength.net/ Home of Nem's Tools, lots of great stuff. - GCFScape for exploring and extracting Valves packed content. - VTFEdit for viewing creating and editing VMT VTF files (materials) http://www.wunderboy.org/ Home of some more great tools. - 3dsMax SMD…
Hi there ! Just found out somewhere on autodesk forums : https://forums.autodesk.com/t5/3ds-max-ideas/set-chamfer-to-default-to-smooth-chamfer-only-and-not-the-whole/idi-p/7293034/page/2#comments You can change defaults persistently so every new session of max will keep using your settings instead of resetting them each…
Very interesting! Thank you for sharing. I was considering something similar this weekend using turbo smooth "by smoothing groups" option, and using zbrush to soften the edges. I wonder if this would translate over, Could save a ton of time in some situations.
I don't know if this has been suggested, but is it possible to have a map control for the normal smoothing o9n the skin shader? It would be nice to be able to control what details it is smoothing and how much. Like if you had a scar on a character or deep wrinkles.
Work closer to your reference. This part here is wrong: Compare it to other Bayonets. You can Smooth thinks in Blender correctly by using the Edgesplit Modifier from the Modifier panel. Just select it and hit "Smooth" at the left hand side in the Tools directory.
no need to make a collision mesh for it at all. in the static mesh editor you can set collision. fixing smoothing groups would probably be done in max/maya by custom setting smoothing groups (or hard edges in maya). Is this prop normal mapped/baked?
i'd try playing with your smooth options, maya has an option called "keep map borders" with the choices none, internal, all. all produces a similar kind of edge distortion that you're seeing there. max probably has a similar option with in it's smooth.
Yeah, the PSP is pretty nice to develop for. Pulling out all those Quake2 modelling techniques. Also the tools are so smooth and easy compared to Gamebryo. Not as prtetty as Unreal 3, but the smoothness and rapidity of import/export of assetss has a lot to reccomend it. Scott
Another problem I'm having is that the smooth brush does bugger all i have the strength and build up at full and as fas as I'm concerned that should actually flatten the mesh with smoothness, but instead it's like I still have it at some tiny number.