So I ran the STL modifier, and none of the options show faces except open faces. All of these are open faces, but they won't merge. I delete them, and re-extrude them, but they won't work. Some won't weld together. When I bridge Two edges it makes a twisted face, and I can't make it not do that.
Thanks guys ! I used Marvelous for most of drapery. I posed lowres meshes with the ingame rigg then I just wrapped the HighRes Meshes on lowres in 3Dsmax. Finally I modified artifacts in Zbrush. HighRes mesh in pose are not clean, I've made them to have a clean result in the render cam, not for every angle of view :wink:
Hello again everyone, sorry it's been a while. I've updated the scene with the suggested changes of the space shield. Thanks for doing that paintover toxic_h2o, my first ever :D I'll look into modifying the lighting this week. Here's a modular section bonus shot to keep things a bit more interesting. Thanks very much for…
Not possible without a lot of code work. Decals are just duplicate geometry on top of existing geometry so you couldn't punch something in without getting rid of the existing geometry or masking it somehow. You could build your deformations into your base shader though and have a mask (vert color or textures) dynamically…
You can use the Modify > Resize Option from the Terrain Editor, but this may not add the terrain equally around whatever you have created. Another way could be to export your heightmap, create a blank texture say four times bigger than your heightmap and paste the heightmap in the centre and import that onto a new terrain.
I'd favor slicing as well. Clip brushes don't modify the topology, they just push vertices around and mash them together. You can read about its behavior (including the alt function and the importance of the crosshair on the rectangle/circle brushes) at…
did you merge the object in Max? It looks like the normals are all screwed up, a problem I've had in Max a few times when merging/welding. couple things I always do now is reset XForm (utilities tab > Reset XForm) and reset the normals (Edit Normals modifier, select all, click reset)
I tried the udn method, the last screenshot i took was doing it that way, i tried putting a push modifier on the low poly to offset it a bit and it still penetrated like crazy, but taking all the stuff i had and putting it into xNormal worked fine, so i might just do it that way in future :D
Cool project. Check out John Burnett's maps: InfoTexture, UVW to RGB. http://maxplugins.de/max2016.php?search=john%20burnett&sort=Name You can probably bake them to bitmaps using Render To Texture, you could also try baking them to vertex color using the Vertex Paint modifier.
not sure bro, but have you tried the surface modifier? i think cad comes in like splines right? can you post up some pics and give maybe a little more detailed explanation of a specific example of the problem? im guessing around a lot trying to figure out where the density problems would be. :shrug: