I tried masking and extracting but , the result wasnt good and not convincing anyway , maybe if the sews where smaller coudl but those are quite big and visible , as for the in 3dsmax path thing , I can select an edge and convert to path?
Thanks s6 ! Just to be sure, Witch software do you use to render that and what do you do ? I'm on 3dsmax 2014 and I use a skylight to make that smooth effect. I'm probably wrong :S
I did an another test with a simple plane with an edge on its center, and Ive split the UVs there, as well. The seam does not appear. But after using symmetry, it appears. So this is definitely something to do with 3dsmax and its symmetry...
thank you. ill give it a try. and post screen grabs if i have any issues. I think if i combine mesh in maya it will work similar to the way 3dsmax does just minus the modifier stack.
Apply this modifier before your Unwrap UVW https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-B47C4C6D-D1E5-49D4-9A26-A2625A427496-htm.html
Ok, dude, that is really a good work. I am working in a game and could you tell me how to reduce properly the face count (I work with Editable Mesh in 3dsMax) later i will post something....
Make sure your low poly and high poly use the same scale and have the same pivot. Also make sure you actually apply different materials on the different material IDs in 3dsmax before exporting.
Marvellous Designer. The 3dsmax cloth sim is pretty basic and not going to do complex things like wrinkles around the zipper, but Marvellous can handle stuff like that. It just take some setup time and know-how.
Day 13: My first day as a Twitch Affiliate! The hype is real :D Blocked the sheathe and defined the pauldron in a more accurate way. Will retopo the pauldron to take more care of that hardsurface. I usually do it in 3DSMax.