-He looks more of a feline or canine to me. His rear end should be wider while the front slimmer. Maybe it will help achieving that result by switching the front legs with the back legs, and maybe modifying the body a bit.. -The head should be a bit bigger. -The nose should be slimmer all the way up to the eyes and not…
Remove any modifiers above the editpoly (or mesh or whatever). Then do a reset xform if you've scaled the mesh in any way, then collapse the stack and try the chamfer again. Usually when I run into repeatable max crashes on geometry editing this solves it. Seems to be some manner of trouble with creating the new mesh and…
Depends on the method you used to create the high-poly. If you used sub-d(creasing/opensubdiv) then you don't need to build the low-poly but rather you can optimise/modify the sub-d cage mesh. Here's a vid from my YT channel on the subject: https://www.youtube.com/watch?v=za6CizoKNKU
since the above link for the center to world script was broken, I am pasting the mel script below. Steps: 1. Select your mesh, 2. Center pivot by clicking on Modify>Center Pivot. 3. Open script editor and in mel tab, paste the following: move -rpr 0 0 0 ; 4. Run the script.
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
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)
Hey Allert, Sounds like a bummer. Seems good that Maya recognizes it at all to begin with. How are you testing it out? You say that it doesn't recognize your twiddling, what should happen if it worked? Brief us on how you go from the device editor to when you expect it to modify/transform your object.
What 2cat said, you can have multiple loft profiles. I use it for cambering on those examples, you can see the 3 loft variations: I recommend you to run a "normalize spline" modifier on your track spline though, it'll break your spline in equal segments and makes it way easier to control.
A complex mesh like this should never be baked as a whole. Keyframes, or edit poly modifier, either will do the job just fine. If you want to watch how to explode a mesh for baking, check this video out: http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/how-to-bake-a-flawless-normal-map-in-3ds-max/
Thanks for the crits guys, and feedback. Immediate corrections: 1. Topology of hood needs to support reference, going to modify and clean up. 2. Rework Hub holes. BBob, i've never done any weldings via spline/displacement can you clarify or point to where I could find info on this? Thanks for the advice.