How to remove seams in 3d Studio Max
Posted: Sat Sep 15, 2012 1:58 am
You asked for this, here it is!
I use 3ds 2011 version, but I suppose this works in other versions too.
Blender allows you to split certain meshes in order to avoid bones limit problems and such, but this also gives you a bunch of ugly seams in XNALara.
In max it's possible to hide those seams and have a smooth model instead, so this is the pretty easy method:
1) First of all load your XNALara model using the XNALara script. Once you have imported the character select a random bone, then right-click on it and choose 'select similar'.
Every bone in the scene will be selected, so right-click again and select 'hide selected', in order to leave just your model visible.
2) Now press ctrl+A in order to select every mesh in the scene, then click on the 'Modifier list' on your right (clicking on the second button -Modify-), then select 'Edit Mesh'.
Do the same thing again, but this time choose 'Edit Normals'.
3) You should have something like this:
Now, press ctrl+A again, all the normals will become red. On the right, you need to check 'Use Threshold' and change the value from 0,1 to 0,001. Be sure to be on 'Edit Normals' and not on 'Edit Mesh'.
4) Time to finally remove the seams. Click on 'Unify' and then on 'Selected', wait a little bit until it's done.
So remember: 1) Use Threshold, 2) value on 0,001, 3) Unify and 4) Selected.
And done! Your seams are now gone. Do a test render (Rendering - Render) to test your result.
See? His face looks smooth and without annoying lines export it with the script and check the final result in XNALara.
Perfect! (don't pay attention to his incredibly shiny face >_< I still need to fix that and modify this model. It was just to show you how to remove the seams ;D)
Big thanks to Goha for showing me this very useful method and to Love2Raid for fixing the model for me!
I use 3ds 2011 version, but I suppose this works in other versions too.
Blender allows you to split certain meshes in order to avoid bones limit problems and such, but this also gives you a bunch of ugly seams in XNALara.
In max it's possible to hide those seams and have a smooth model instead, so this is the pretty easy method:
1) First of all load your XNALara model using the XNALara script. Once you have imported the character select a random bone, then right-click on it and choose 'select similar'.
Every bone in the scene will be selected, so right-click again and select 'hide selected', in order to leave just your model visible.
2) Now press ctrl+A in order to select every mesh in the scene, then click on the 'Modifier list' on your right (clicking on the second button -Modify-), then select 'Edit Mesh'.
Do the same thing again, but this time choose 'Edit Normals'.
3) You should have something like this:
Now, press ctrl+A again, all the normals will become red. On the right, you need to check 'Use Threshold' and change the value from 0,1 to 0,001. Be sure to be on 'Edit Normals' and not on 'Edit Mesh'.
4) Time to finally remove the seams. Click on 'Unify' and then on 'Selected', wait a little bit until it's done.
So remember: 1) Use Threshold, 2) value on 0,001, 3) Unify and 4) Selected.
And done! Your seams are now gone. Do a test render (Rendering - Render) to test your result.
See? His face looks smooth and without annoying lines export it with the script and check the final result in XNALara.
Perfect! (don't pay attention to his incredibly shiny face >_< I still need to fix that and modify this model. It was just to show you how to remove the seams ;D)
Big thanks to Goha for showing me this very useful method and to Love2Raid for fixing the model for me!