update: - Changed function to skip back projection when appropriate, i.e. - Edge rings round out. - Recognizes multiple selection sets, i.e. - selecting two unconnected groups of components results in two circles
Copy the diffuse map and rename it as alpha. Select all the windows and add a value somewhere between dark grey and white (semi transparency). Invert the selection and make everything else pure white (fully opaque).
Have you got 'shade selected objects' enabled? This will shade the selected objects in a semi-transparent red. Max now has a 'per-view' dialogue. This is where the option is located. It's at the bottom of the Default Shading dropdown.
Hard to tell what your issue is without a shot of your topology, and what you need to select. Is this using material IDs for baking purposes? Usually I select by element instead of by polygon, a lot faster.
Maybe I'm stating the obvious, but make sure that after you've selected the files and clicked 'migrate' that you select the 'Content' folder and not some subfolder. That shoudl work, if not, do you get some kind of an error?
showing a texture flat would allow for some CC Also, don't just select an area and fill it, you should expand the selection by about 2 pixels to allow for bleed (that will fix the white areas in the texture)
nice work indecom! if i where you i'd set up some shortcuts for select edge loop, select edge ring, connect, bridge etc. read this to see what everybody else uses.
So basically I want to project my HP onto my LP mesh via xnormal, but can't find the option when selected 'Export Selected' in 3ds Max. Any ideas? I have no idea why this is happening as xnormal is installed.
Hello I have a small problem with a soft selection modifier in the rollout of a polygon model , When I select a vertice and I go to regulate the falloff I can only go in steps of 1 cm or above but can't go decimal or under 1 how can I fix that ?
Make sure you're in perspective view, select the object, hit Z to center it, then use alt+MMB to rotate the view. Or select the orbit tool in the lower right hand corner of the screen. Edit: That's using 3ds Max.