Hi there, i need to select uv island border edges and convert them to pelt seams in max 2009. I've googled/polycounted that topic and found a couple of topics on the subject, though none had a direct solution that worked. Is there a script i'm not aware of? If anyone knows please let me know. All best. EDIT: upon further…
Hi folks, I just wanted to know how I can achieve rounded edges like in this screenshot of P.T.: I can't imagine that it's only the texture. It's looking good from all angles. Maybe a little bit of beveling? Furthermore I wanted to know how create the detail on the edges, when I'm working with tiled textures. Is this even…
Maybe they require some kind of tile set constraints which make it easier / faster / no gaps / etc. if there are no actual rounded edges. Or netcode / network occlusion stuff requires there are perfect predictable edges where you can't peek around some slightly beveled edge.. Or it's not a bevel Or it could be magic.. <- I…
IS there a plug-in that someone can recommend that completely removes edge loops and their coresponding vertices? I can remove them now by selecting them with the edge loop button and hitting remove. However, it leaves the vertices behind. Also, is there a good conform tool plug in? I tried the one in max, and it failed…
you could try to move that edge with move elastic (b,m,e) It works a bit better than normal move in this case. Also you could try and use planar brush(b,p,l) and start your stroke from the flatter area and then move to the edge and the edge will be at the same level as the flatter area. I hope it makes sense PS. also clip…
Hey guys I need to create a uv island from my hard edge model. I don't know if my request mean something... In other word i would like to create a uv island, each time there is an hard edge A script exist for maya, but I don't find for 3dsmax. I tried Textools, without result Have an idea Thanks
Hey, just a quick question. How do I create a clean straight edge onlong the base of this model. When I use the SHIFT+CTRL green drag box and then delete the topology, the mesh is all jagged (pic1) which when the hole is closed causes weird stuff to happen lol (pic 2). Any help on how to just get a clean straight edge?
I'm trying to extrude edge using Shift+Drag with a local coordinate reference system, but for some reason it doesn't work. I keep dragging, but the extruded edge doesn't move in needed direction. Is there something I do wrong or there's another way to do that? I made a video of it…
Ok so I'm working on a fresh version of a previous model I tried yesterday and messed up pretty horribly. Thinking my low poly and high poly geometry is wonky. Anyways, how tight should my edges be on my highpoly? I've seen some examples with pretty curvy edges, and others not so much. Is there an ideal shape or angle?…
Hi all, I can't seem to figure out whether or not Modo supports edge/face constraints like Maya and Max have. Here's an example in Maya. People mentioned using the slide tool but even that seems to not have an "absolute" setting like Maya or Max does. https://i.gyazo.com/1111e5ba3229c186c9ee4db7d14a115f.gif…