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Vitor's Avatar
Old (#1)
Hello, the problem in this case is to tweak a final model for a slighty different silhuete, but also happens when i'm sculping in Zbrush and meanwhile go to max for tweaking the basemesh while i sculp. Symmetry modifier wouldn't work as delete/creates new vertices making it impossible to Zbrush workflow and kills the UVW work on this first case.

My doubt, is there any workaround to symmetry a model without loosing this information? something like Zbrush symmetry, it applys the same deformation on both sides instead of apply to one side and clone to the other...
Offline , polycounter, 805 Posts, Join Date Jan 2005, Location Porto  
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silversteez's Avatar
Old (#2)
http://www.highend3d.com/3dsmax/down...erts-3105.html
i use this at work... it works great with symmetrical models, but if i remember right it isn't updated for the latest versions of max and may need to be fiddled with to make it work...
Character Artist, THQ
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Offline , line, 65 Posts, Join Date Sep 2006, Location San Diego, CA  
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Vitor's Avatar
Old (#3)
ok thanks a lot, will check that one out.
Offline , polycounter, 805 Posts, Join Date Jan 2005, Location Porto  
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Ruz's Avatar
Old (#4)
Also is there something that will mirror uv's not just verts.
Another really habdy script is morphix 2, which re orders the vertex index to match another mesh, as long as they have the same vert count/topology.
http://www.mikerusby.com/
I thought Gore Vidal was a hairdresser then I looked him up and found he wasn't..
Offline , veteran polycounter, 4,389 Posts, Join Date Oct 2004, Location Uk(London)  
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Vitor's Avatar
Old (#5)
worked nice, but not how i expected/wanted. I ended finishing it up on Zbrush, with subtools, different transparency values, the Zbrush softselection like way to work and a good symmetry it worked better then any max script. Thanks anyway, i guess it is another one to add to max fault
Offline , polycounter, 805 Posts, Join Date Jan 2005, Location Porto  
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