You need to better round out your low poly cylinder so it more closely matches the roundness of the high poly. You probably could also adjust your cage to help minimize the waviness. http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm (Bottom of the page) You could also try adding edge loops close to the edges that…
It's indeed in the Draw Menu. Set Floor Fill Mode to 3 (next to the Floor XYZ icon in the Draw Menu) . Then using the (now active because of fill mode 3) Edge Enhance Factor slider, you can change the gradient shading of your subtools inner-out. And they'll become partially of fully transparent (only a thin edge visible).…
Eric: Unless the engine he's using supports 3ps' fix, how will that help him? Does anything support that already? What I would have suggested is to break up the normals along his uv-islands, and that should be enough to sort out the shading errors. This should have zero impact on the ease of texturing, since the uv-layout…
You can use the right click quad menu to freeze/unfreeze vert/edges/faces. I know pelt refuses to work if there is a gap in the pelt seam(s). I think ever open edge needs to be surounded by pelt seams? Did you do point to point seams around the open edges, like the eyes? When I pelt I normally skip the point to point seams…
Triangles are fine... That pole in the tail is bad news but otherwise it's alright. Game models should have a fair amount of triangles, if you don't have triangles in your mesh odds are your topology is not very efficient. Poles connecting "too many" edges are best avoided though for deformation reasons (you've got a few…
This looks like a problem with your normals. First thing you want to do is make sure you properly merged the vertices on your mesh. In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision.…
This workflow seems to work well for getting smoothed edges from Max to ZBrush (using smoothing groups). This method doesnt use support edges, instead it works similar to the crease command in ZBrush. 1: Select your mesh in Max and apply a Turbosmooth modifier to it. Crank it up to a level of 2 and check the "Smooth by…
baking in max is... difficult but not impossible it would be great if Autodesk actually fixed long running problems but they haven't and they don't seem like they are going to so here are some work arounds to get you "better" results... Background color: Only use mental ray for Ambient Occlusion, switch to scanline for…
Well, you've always been able to bake seamless object space maps, but you have to ensure the mesh is smoothed (because it projects along the vertex normals). My cage script will alter the vertex normals so that the normal at each vertex points towards the position it has in the morph map. Modo uses it's own tangent basis…
Normally caching the function works really well. But you're correct it has no effect on this particular function. I took a pass on the script it went from 1.08 seconds to 0.04 seconds. The basic ideas to make things faster (with MaxScript) are avoid using memory in loops, and avoid converting data types especially in…