yeah not sure about after, but you can make your texture sample a parameter, then duplicate it so its instanced in the shader for resource reuse, then modify the coord sample for each sample, and mask the channels you want. What's the end result you're wanting for your project?
Did u do "Non-Convex Packing"? That't the new fancy one. Also you dont need to combine. in 2017, if you apply all objects and apply a unrwap modifier, "Non-Convex Packing" automatically make even texel density. https://vimeo.com/163361143
You make it continious mesh and then subdivide it i would also recommend to rig and uv-map (if you want to use textures ofcourse) before you subdivide it. If you use Max then its Modifiers > Subdivisional Surfaces > Meshsmooth (each iteration multiplies the polygon count by 4)
Only advice I've got is to just stick with it. I tried learning Maya and had it within 4 hours. In fact, I find that a lot about Maya is easier than 3dsmax, especially not having to use modifiers. Who knows, maybe you'll find that liberating too.
http://jhaywood.com/maxScripts.htm I have a script that does just that in my pack-'o-scripts: Look At Viewport "Forces an object to always face the viewport. A modifier is added to the object that includes options to turn off the auto look at behavior, or to enable it only for certain types of viewports."
Well break it down to basic forms first, you can always worry about the details later. One way to do this: 1. just some cylinders and a box 2. then taper modifier if you use max 3. create shape from loops and arrange the elements
I like the new helmet, but you best modify the shoulder pads, and perhaps the chest and back armor in order to accomodate the wide form, and then echo it in the lower half of the body so he doesn't look top heavy. Right now he's looking a tad fat-headed.
thx fra! actually, the baking and the uvset should be cleaner, but I didn't spend so much time on it since it was just a test well after the last baking I finally decide to add/modify some details on the hi poly version. here is the updated version of the hipoly.
Sometimes it takes just a subtle rearrangement of the sub-splines to make it work. Try adding an Edit Poly modifier on top of the Editable Spline, go back down to the spline to turn on Show End Result, then move around the sub-splines. Also, try decreasing the Interpolation amount?
Thanks PolyHertz! Thats is the main part of the script yes, but due to Maya lack of modifier stack, and ability of promoting the components To the next command. I had to write some code to select the newly create chamfered hole and run the Circularize. Im currently trying to add some additional features for the next update.