Is there a working merging/boolean script or function in 3ds max or any other program that allows to combine open lowpoly meshes? When I build the lowpoly for hardsurface hp-objects I end up with lots of intersecting boxes and stuff which I want to merge into one big mesh. For now I cut along the intersection an edge for…
Hi everyone! I have been given an assignment recently and I wont get into too much detail because I really want to nail it on my own but there is one requirement that is bugging me. It says that the character must be only 1 mesh. So far so good, but right afterwards it requires that the eyes have to move so I should make…
Hello Everyone I am currently working on a flintlock and I was working on it in an exploded mesh to keep all the bits apart from each other and so that I can see the pieces better just by themselves. When I update the mesh to a complete (closed) mesh, the textures look fine BEFORE the program works it's computing magic.…
Does anyone have any suggestions about how to achieve a tiling mesh based on a sculpt where the model has undercuts and overhangs? Basically, I am looking to do tiling cliff faces and cave walls with surfaces much more intricate than what you could represent in a heightmap. I am also looking to be able to sculpt freely and…
A pipeline that doesn't allow for iteration isn't much of a pipeline, heh. In Maya and Max you bind/skin the new mesh to the bones, copy the weights from the old mesh and then delete the old mesh. Max uses the Skinwrap modifier that targets the old mesh and then converts to skin. Maya uses bind and then copy weights. It…
This is Steed's technique? Didn't know that. Usually when mapping something I would select the polys, hit UVW Map and either use planer or cylindrical depending on what fits best, then hit Unrwap UVW and try to sort things out a best as I can, which usually isn't very good. Most things are not perfectly flat or cylindrical…
Hi everyone, I'm currently working on a mesh in Maya and I've encountered what appears to be a pretty serious problem. This is something that has been a persistent problem over the past couple of days. I'm working in Maya LT 2017 and this problem only happens to this model/ in this scene. I've finished modelling and I'm…
So this shape has 2 separate meshes in its hi-poly form. There is a prominent seam in the hi-poly that is created with 2 meshes that are next to each other. For the lowpoly, I tried to make a contiguous mesh. But that screwed up the seam. here's the what the hi-poly looks like. it is made up of 1 large and 1 small mesh:…