checking the distance between edges is not useful because you can't do anything constructive with the information (edges are defined only by the vertices they connect ). optimize and pro-optimize modifier are both good for getting rid of this sort of thing, as is simply welding vertices with a distance (either as part of…
Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
Hi Pior, I'm really happy you like it! The behaviour of framing latest selected object is a side effect. I didn't mind about it, and that's how it turned out to be. I'm positive about the possibility to frame any object in the scene when the mouse is over without the need of a direct selection. In that case the whole…
Using SBM and meshsmooth is the way to go, turbosmooth is okay if your just previewing but as a final product it's not ideal imo < that's from personal experience though some people like it :/ ======================================================= This is my method with some instruction from Santiago Orgaz; 1. Detach all…
I believe you are correct, and this may have been a RTFM question, so my mistake in that regard. BUT using your advice I did refer to the Skin Modifier page on the Autodesk site, and it indicated a correction do this. I had to select the mesh with the skin modifier applied to it, scroll down to advanced parameters and turn…
I started with "Fantasy pirates 2" by Bozhko Dimitrov. I want the end result to look stylized/cartoony. At this point, I think most of the character is blocked out. Next I would have to apply modifiers and start detailing the individual parts. I want to try using a Multiresolution-Modifier for the high poly and bake the…
This actually isn't an artifact in the sense of there being a problem, this is actually how displacement works. To get around this we can use some clever workarounds that soften the transition from low to high which will reduce the amount of visible stepping in the displacement. You can add a bevel effect to your project…
First off your highpoly has some major pinching going on next to that handle. Fix it. If you cant figure out how to fix, post wires of it (0 Sub-D base version). Second. I don't know where you heard you need a separate UV "shell" for each smoothing group. Thats insane. Use one Unwrap UVW modifier, auto smooth the model,…
have you tried the data transfer modifier? - duplicate mesh-half with custom normals, mirror on X axis and leave as is - duplicate from same source, mirror, clear out the stack and then apply transforms/reset xform (at that stage any custom normals are likely gone - no experience with YAVNE here though) - apply data…
My first post :D This Reference is from a tutorial on 3D-motive that i'm going through in order to learn methods to creating assets for games. The work-flow uses 3dsmax where the lowpoly is modeled and then the highpoly details are added though another edit poly modifier with a turbo smooth with either 1 or 2 iterations.…