Max 2011 - Graphite tools - Step Loop. When using step loop on a vertical loop of edges, it selects a different edge to the end edge. It works fine on a horizontal loop. Is it possible to fix this?
Hey all, So does anyone know how you would go about making a shader similar to this for UDK Where its an edge detection effect that shows every edge of a mesh and everything else inside the edges is transparent so you can have objects that are textured with single colors? Basically I just want to be able to turn on the…
So Ive just recently discovered mayas crease tool, and ive noticed it can have a lot of advantages over using holding edges for smoothing, do any of you guys actually do this or do you just place holding edges and smooth the object? or place holding edges before going into zbrush?
Hello, I recently learned about face weighted normals and just wanted to get some clarification on how they are applied in Maya. My current understanding is that Maya versions after 2012 apply face weighted normals by default on everything. So all I would need to do is add bevels and soften the edges. Is this correct or is…
The script is updated to version 1.1 [ame]http://www.youtube.com/watch?v=jrJ5B20TqRM[/ame] As obliviboy suggested, the edge distance is calculated automaticaly to include all bridge edges. Falloff is also calculated to include all edges of the bridge when edge distans is used. "Interactive" Ralax is also added. Well, not…
The sharpened blade edges definitely need a different metallic texture. Usually they're ground to produce the edge, the the edge if sharpened further with a finder grit. So you not only have a different angle of metal grain, you then have a much more metallic edge.
Having a strange problem, and it might just be a setting. When I delete an edge in maya my mesh is not changing with the deletion. The quads are actually still acting like the edge is still there. Anyone know why?
@kanga Sorry english isn't my main language so I don't know most of the slangs, Could you elaborate on what you mean by the work being pretty ripped or yanked from older title or janky ?. regarding the wobbly edges, those might be due to the texture resolution and the normals strength on the damaged edges. The model is…
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing. In other words, the edge that seam lies on is not a hard edge, is it?