^ I second this. Trying to stretch max with 2 monitors is a big no-no. Model on the first monitor, and keep the second one for material editor, uvw editor, and the modifier panel on the second one.
So if the shading looks wrong I have to "turn an edge?". How do I do that? Do i have to use the "normal" modifier to flip the normal on that tris/edge?
Really awesome! I feel the only ones that come off too noisy are the Sven and SK swords and those can easily be modified. Would love to collab with you sometime!
How easy would it be to make this shape in Modo, regardless of the workflow used to achieve it? Ignore the shape itself, still working on it. Still not sure if I can live without the modifiers :(
Just apply two Normal Modifiers. The first one will flit it, and unify them all, the second one will make your model good as new. It happens to me on a regular basis.
The worn edges give it away :P id say go into the masks and give them more variety. You should be modifying your textures after ddo as to not give it away
@obliviboy Sorry to dig up an old thread, but I just purchased this modifier and the first model I tested it on, it failed to recover a usable basemesh. Attached is the Max 2016 file.
Side note, yellow ones are locked normals, green ones are not locked. You will need to unlock those normals in order to modify soft/hard edge configurations in those areas.
Yep, for me it zooms in and focuses on the right thing but then orbits around some wonky point. In 2014 it only did this while working in the skin modifier but in 2015 it seems to happen for everything.
Of course. I ordered from http://www.pcspecialist.co.uk/ and to link to the exact model which I modified http://www.pcspecialist.co.uk/notebooks/vortexIV-17/ About the brand I cant say.