what can I say.... thank you both for the fast bug fix...and thank you for participating to the material issue topic
I will test it as soon as I can....
I'm starting a few days trip in few hours... hope some one can enjoy and report in the mean time.
again thank you
thank you for the tip....zsouthboy wrote:I don't know how it's handled in Max, but this looks like it's caused by normal smoothing being on with triangles that are at 90 degree angles to one another.
In Blender we use something called "EdgeSplit" which separates the mesh when quads/triangles are next to another and are over N degrees apart, but leaves the rest of the model intact for normal smoothing.
As a simple fix turn off smoothing on the object...
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