I looked today into this and I might be able to script something in maxscript that would render selected edges with aliasing, so the lines would not be smooth just like a regular UV screen grab in max. I found some script snippets that select hard edges (smoothing group wise),- once those edges would be selected the script…
Hello all. I've got an odd problem. So I've made a kitchen counter in Maya 2016 and imported it over to Unreal 4. It has a flat, top face and roundish edges. Everything is UV'd correctly. The edges are hardened at the UV seams, softened everywhere else. I have a material in Unreal 4 that I'm using with a tileable texture.…
Am I missing something in Maya? I model in polygons and use edge loops to define my hard edges. Then do a smooth to get that sub-d appearance. Whenever I select my hard edges in Maya and preform a Bevel on it, it completely messes up my edge flow and gives me N-gons everywhere. But I also must ask, If you are putting a…
Hello, Is it possible to bake the soft and hard edges information into a normal map using only a low poly mesh? Imagine I have a 10x10x10 cube, the top and bottom edge loops are hard edges, and the side edges are soft edges. I want to bake this edges information to my low poly as if the hard edges had a chamfer of 0.1, and…
Hey guys.. does anyone know of a way to split multiple edges at once(to edge ring and split). If you select an Edge Loop and activate "to edge ring and split" it will only split the first edge in the loop. It's extremely annoying to go in and do it by hand if you prepare a mesh for zbrush and want evenly subdivided meshes.…
Every time i make a normal map for my low poly usb model, one of the uv shells always has jagged edges. I don't think it's a hard/soft edge problem because no matter what i do (make the model all soft edges, make the model all hard edges, split uvs along hard edges, create uv seams along hard edges) it doesn't solve the…
Hey guys, I'm a Maya user and recently I've started using 3DS Max, so when I found out about smoothing groups I was okay, because in my head all that it was doing was adding hard edges between each smoothing group and soft edges on the same smoothing group. My surprise was when I tried to export a model to Maya, the…
@ArtHuman Polygonal automotive modeling workflows typically involve tracing the body lines with curves or subdivided edges and creating clean guide shapes for the curved panels before cutting in any surface details. Whether or not something is modeled as a continuous surface or split into sections really depends on the…
In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible…