You only need to flip the UV, not the geometry. Select the face in the UV editor, Break it, the select the edges inside the hole, and Stitch the polygon back into the main shell. You will need to re-bake the normal map if you had one already.
You don't switch between IDs. They're just guides that you use as masks. :smile: Simply right-click on an ID and select the appropriate menu item - either mask the current selection to that ID or mask a new Smart Material to that ID.
thanks for the tips EricChadwick ! the override works well, but nothing happens with the sync selection mode i'm soo nooob or.. :\ ? :poly142: Edit ahhh owned It was the TV Element Mode and not sync selection.. ok i'm a noob :poly103: thanks again EricChadwick!
1. How does one de-select a layer so one can press c in 3do then click to make a new material ONLY on the selected color id? 2. How can you reduce the intensity of the AO in the render of the model?
Made a minor update to this too, now instead of just exporting the selected meshes, or the whole scene, there is the option to work with batch export from a list. I implemented in a way that the selection for the batch export is stored in the scene file and persistent between sessions.
Now it remembers the selection, in the other videos I was using a older version in which there was a bug with the selection. In the the last video I accidentally deselected the object but as you can see at 4:12 on my second re-import it works just fine.
There's a lot of great things you can do with ctrl and shift clicking in max, experiment! :P For example, in edge mode, select and edge, then click Loop. Ctrl click on polygon or vertex mode, and it will select all polygons or verts along that loop.
did u select the highpoly ? if its more than one object, you need to create a group with all parts, and select the group.. i think it would be easier if u posted a screenshot or something, wer all fumblin in the dark here
Make sure they aren't flipped first? Select menu > Select Inverted, flip them, then relax. Oh yeah, it's a software-architecture issue, but keeping it open basically allows a community to create/share a great wealth of tools. Just like with Mel.
This is with lo and hi poly together (lo in pink): here with the cage: and here is that section in the baked normal map: To me it looks like the protruding low poly is getting baked too. When setting up the projection, I select PICK and select only high poly objects. Any thoughts?