Which file is the bad file? They're in the file with X in the name. They're the triple loops around the light/camera things on the front and the front-right chain. edit - the one without the X is the bad file. Hmm. edit: I figured it out. Under the display tab you had set "shapes" to hidden.
I'm trying to create a simple animation for a game and decided to use an IK limb solver on 1 of the arms. I collapsed the IK bones and deleted the IK chain. Everything looks fine in max but, when I test the animation in-game, the arm stays motionless. What am I missing? Edit: The game's Skyrim Special Edition and I'm using…
I meant like this . a quick color edit export from Photoshop or Afinity photo. ps. Well, actually I have just figured out it's simpler to just make an action In Photoshop to save color edits to Substance Designer 4k Hald_CLUT file . It works pretty quick if you make it tga instead of png.
It's hard to say if this is the case based on the cropped screenshots, but I know you can replicate an identical result if you don't have materials turned on for the tool (ie: RGB only). Drop out of edit mode and check to make sure you're set to MRGB before going back to edit.
We didn't discover the origin of the problem but I suspect the symmetry. One of my problems was that my .Obj was in Editable Mesh. By passing it in Editable poly I was able to separate the bigger easily To solve, we just cleaned and reimported certain parts like the hand in . Obj Thx for tips and help.
Not much time left, so GOGOGO! To add images here you need to use add image button on top of editing post window. To edit post press top-right icon in your message area. Here is better description. http://polycount.com/discussion/comment/2443102/#Comment_2443102
Ok, first 30mins or so progress (probably more actually) Edit: mmmm gotta fix those rosey red cheeks :) Edit again: Fixed them cheeks.. Additional directional light, not sure if its too much though (its on another layer, can easily tone down!)
I would probably do as others suggested and combine meshsmooth with some strategic chamfering after the fact. Something to note is that you don't have to use the meshsmooth modifier. You can smooth faces at the polygon level using the "mSmooth" button under the "edit Geometry" rollout in edit poly.
That's one nice looking backside. Model's looking great, can't wait to see this sucker finished. [edit]Haha, event hough I shouldn't think it's possible, it'd be awesome if you could throw the polycount smilie on there. I'l love watch mtv and see the green guy on the screen. [/edit]
Alot of u miss spell 'seperate' its 'separate' damned it! Damn u kids and your ghetto blasters with snoopy snoop snoop, mak'n ya think gang banger taulk is kewl. [Edit]Note the sarcasm and irony....I already know I can't speal shit[/Edit]