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Show flipped UVs

in Modo ForumsWorkflow SpecificTexturing & UV
It is a critical thing that has to be implemented in Modo.
Its just super frustrating to not being able to detect inverted normals.
While baking literally hundreds of items per bake it is really annoying to have those black-ish meshes as result.
And in addition to all that - Unity does not properly support inverted normals.

Procedural modeling: ghosting

in Modo ForumsModoModo Discussion
Quote from Dino Zanco :

(running to conclusions is not the best of strategies)

You can turn off your original, then still select and edit it as you normally would.
(check Make Inactive Same as Active for this to work)




Dont you see that the left side's wireframe cage is twice as thick even with what you've suggested?

Blindly defend a software while it clearly has a flaw is not the best of strategies either.

Procedural modeling: ghosting

in Modo ForumsModoModo Discussion
Quote from Dino Zanco :

(Andy shows the starting Merge Meshes trick at the end of this video)


Thank you.
I've already found this workaround but still it is not the same thing - with this trick you are ending up with overlapping geometry in viewport and its pretty visible by the wireframe thickness which is twice as thick.
Anyways, hope for some sort of implementation of this feature in future :)
 
 
 


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