HELP! real world scale disabled then automatically activated when i turbo smooth

HELP! real world scale disabled then automatically activated when i turbo smooth

Anonymous
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HELP! real world scale disabled then automatically activated when i turbo smooth

Anonymous
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hello im very confused now

 

i currently have a final exam project to model my character design

 

so i thought that i ALREADY DISABLE the "real world scale", so i converted my object to be "editable poly".

then my character modelling is finished.

 

the next step is: i want to colour my character by using the material editor

- Standard

- Diffuse color

- Bitmap

- apply to object

- show shaded material

 at first its fine, the image has been input and no ERROR, all of the scale is alright. (i already unwrap and coloured the lines)

 

[ i already disabled real world scale in my material editor, and the box at the very start ]

 

but when i turbo smooth my character. 

 

my image is turned back to be VERY small. ( as if the realworld scale has been activated )

and when i turned off the turbo smooth, it still error ! so im really afraid to ruin my final project now 😧 

 

is there some kind of settings for this? or can i set the real world scale in the turbo smooth?

 

or my biggest question is: is it possible to set the realworld scale if the object has been converted to editable poly?

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PROH
Advisor
Advisor
Accepted solution

Hi. This sound really odd, and I'm not totally sure that "Real World Scale" is the problem. But here's some things to try:

 

1) In preferences there's a checkbox for using real world scale when creating new objects. Make sure this is turned off. Maybe there's a bug making Max consider applying Turbosmooth as a new object - who knows...

 

2) If I understood it correct, you're using a standard material. In standard materials there's a checkbox for "Face Map". If this is checked it'll give a result similar to what you describe, so make sure this is unchecked.

 

Last but not least - never trust the viewport display 100%. There's so many situations where the viewport will display things wrong, so always make test renders to see if things actually acts like it looks in the viewport.

 

Hope it helps

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3dsMax 4.2 to 2018
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