It looks like some of the vertices aren't merged together. If you extruded some of that shape then the vertices usually aren't attached at that edge in my experience.
Hey, I'm new to Ddo, I'm used to Mudbox where I just paint over to hide the seam of the UV cut. But in Ddo I don't understand how to do that since it works differently. I read on this forum that there was a Seam Terminator to blur it out or something but I can't find it. thanks
we don't need to bake an object-specific normal map? If you don't have any shading/details to transfer (e.g. no high-poly) it's pointless. But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Sure, that works. However if you are already going for a unique normal map…
I'm generating sprites for a Facebook Game. Using 3ds max 2011 and rendering with mental ray. Did a search on the subject and it seems I need to turn off "pre-multiply"..... where is that or what is the equivalent in 3ds max 2011? I turned on don't antialias against background which seemed to produce no results. I am…
While not exclusively 3D(they do offer 3D training) based training, I've received the choice of getting a month free subscription to one of these, due to my purchase of CS5. And I was hoping to gain some impressions from polycounters who've used either of the services, or even better both of them. The pro's and cons,…
When editing a curve in Maya, the starting and ending CV points are represented by an O and U respectively. Is there a way in MAYA to make them appear larger than their default size? It is important that I know all my curves read left to right O to U. Thanks!