The myth that bevel edges = same performance is WRONG. For two very important reasons: A. Vert count is important, but triangle count is also important, vert count may be more important but traingales are certainly not free. Adding bevels instead of smoothing groups will result in worse performance, this is a fact. It may…
Nothing really beats reducing polys by hand in any app. But there are some pretty good plug-ins available that do a pretty good job of reducing polys. I'm not sure what 3D app you're using but there is one for 3dsMax called PolyCruncher that does a pretty good job at not messing up your UV's, but can mess up the topology…
I haven't noticed a difference in the cut tool but then I stopped having trouble with it around max2008. If I had to guess you're trying to cut/create edges in vert mode? Try cutting/creating edges in edge or poly mode and see if that is any better. Next check the scale of your scene and the snap settings. It would be…
This is a hard thing to do Scott; give an animal a humanesque stance and demeanour. But i think you've pulled it off. The armour looks a little 'airbrushed' right now. I Perhaps it just needs some texture. Still perhaps it wont really matter If it's getting an env. map. As for the edge flow issue, well, it's not nearly as…
Select the faces that make up the planar area on the front, right-click, and disconnect the components. This may make the beveled area appear two hard though, so you'll have to add an extra edge-loop so that the beveled top/bottom ends up planar with the disconnected faces. Notice the normals where the flat face meet the…
Yeah, I'm still working on the 1 spot, I just threw a couple pieces together to present the idea a bit better. I do have about half of the edges chamfered, still have more to do, but don't want to make them all where they bake in the same way either. I have quite a bit more sub-d than what's really noticeable in the…
Currently in the process of modifying an old mesh, initially modeled using an explicit subdivided workflow too a low poly object via bevel edge weights, weighted normals, edge split with additional subsurf at lvl 1 (...for circular shapes) so at least subjectively, a 'quickie' nonetheless : #
hi, do you know the script make our selected edges hard or soft or 50% in 3dsmax by setting hotkey?! i want texture my asset and use ctrl+s to make my selected edges soft or ctrl+h to make my edges hard and ... i search script spot and other but there is no script for that. plz help me tnx
MODO | Wireframe Texture with Edge Selection Sets This quick tip shows using the Wireframe Texture with Edge
Selection Sets in MODO. http://www.pixelfondue.com/blog/2017/4/7/modo-wireframe-texture-with-edge-selection-sets