I don't really get it what do you mean by saying move brush.But if you want to select backfacing vertices too,just middle click+lasso instead of regular right click+lasso.
looking really good. one thing is in the middle of the texture there is a vertical part where there are brick borders on every other brick that exactly line up and it kinda looks weird. everywhere else it is random except that part.
It looks like you'll need to add support loops on the inside of the corners, in order to have the low poly's vertices cast relatively straight rays close to the high poly detail you're trying to bake down.
#33.333 If thou locketh thine computer with Max open, ye verilly thou shalt return to discover either vertices of enormous size, or random bits of geometry hath become visible only in wireframe mode.
Yep that's max. You can also create lava bubbles that pops by creating a hemisphere. Then create a lava texture with a roughed up opacity around the top, animate the UVs so they move vertically and the bubble will pop.
The femininity from the side view is because of the near vertical forehead. slope it back a bit. Eyes are a bit better. How old is he supposed to be, because he looks 25 - 16? but a bit stocky. Scott
LSCM basically unwraps parts of your models automatically. Since the algorithm can't guess everything you want you can pin vertices (give them a fixed position they have to keep) to influence the result.
When calculating the normals it has to shoot the rays along the interpolated vertex normals. The result is that the cylinder side is treated as if it was bent. Try using smoothing groups or splitting vertices to detach the top and bottom from the cylinder.
Your textures are assigned to your UV map. Your UV map is locked to vertices on your mesh. When you scale faces, unless you check a certain box, your UV map will not be affected, because each corner of the face is assigned to a static coordinate in the 2D UV texture.
- What's the easiest way in 3ds Max to get a similar result to Modo's Push Constraint tool?: http://www.luxology.com/video/view.aspx?id=64 - Does anyone know of a script to connect two vertices (on different polys) without using the cut tool?