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To cancel the generation process at any time, press the key. If the merge threshold is too large relative to the dimensions of the model, the busy cursor may display for a long time. The effect of the change is displayed in the object.Īfter the Generate button is clicked, a busy cursor will display. To merge boundaries of adjacent elements and vertices within elements, turn on Within Mesh.
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To define the maximum distance over which vertices are merged, enter a value in Merge Threshold.This makes the Merge Threshold and Within Mesh controls available. Enter the estimated gap length value in the Threshold field. You can estimate the gap length by activating the Select Object tool, moving the mouse cursor over the extents of the gap in the active viewport (it might help to access the Vertex sub-object level), and comparing the values displayed in the X/Y/Z readouts in the status bar, or use the Tape helper object to get an exact measurement. With vertex merging, vertices within a given threshold distance eventually collapse during vertex reduction. If there are gaps between vertices that you want to close as vertex resolution decreases, use the Vertex Merging feature of the MultiRes modifier. Note: You can change the base vertices at any time by selecting a different group of vertices and regenerating the mesh. The selected vertices are the last to be removed during vertex reduction. Reduce the resolution as in the first procedure.Notice that the selected vertices look like asterisks instead of standard ticks. Click the Generate button to initialize or re-initialize the mesh.In the Generation Parameters group, turn on Maintain Base Vertices.
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#HOW TO USE XNORMALS IN 3DS MAX 2016 FULL#
To maintain part of a mesh at full resolution while reducing the rest: In the Resolution group, use the keyboard or spinner controls to decrease the Vert Percent or Vert Count value.Īs the vertex and polygon counts decrease, the mesh updates in real time in the viewports.In the Generation Parameters group in the MultiRes Parameters rollout, click the Generate button to initialize the modifier.Select a model and apply the MultiRes modifier.The more initial information MultiRes has about the shape of the model, the better the decisions it makes in generating a final multi-resolution mesh. High-resolution models provide MultiRes with more faces and vertices that describe the shape of the model. MultiRes will seek to preserve this discontinuity and the border between the two texture mappings, but it might do so at the expense of model shape. For example, an artist might associate multiple texture coordinates with a single vertex. Be conservative with texture and normal discontinuities.The Weld function in the Edit Mesh modifier and Editable Poly is useful for cleaning these up. The presence of extra vertices is an often-overlooked artifact of some modeling techniques. MultiRes works especially well with single-skin meshes. In general, single-skin meshes work best with animation engines like Physique in character studio. For such models you should generate an individual multi-resolution mesh for each model component, or collapse the entire model into a single mesh. Avoid using complex model hierarchies with MultiRes.The following are suggestions to yield high-quality multi-resolution meshes: However, careful modeling can improve the results of the algorithm. The MultiRes multi-resolution mesh algorithms are designed to be general-purpose, and yield high-quality meshes on a wide variety of model types.