I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
The default Max chamfer uses the adjacent edges as directional influence. If you chamfer with those extra edges there, it's going to split along both edges like that. You can either deal with it and just collapse the two edges it made with the new triangles, use obliviboy's custom script, or you can remove the two edges…
Erm, I think you can use one single neutral gray stucco material colored from vertices. The statement that you'll need to separate stuff into multiple meshes to use vertex colors is incorrect. If you don't want wall vertices to influence the color of e.g. walls or a ceiling, which should retain the original look of their…
You mention you could stitch some uv's here and there - but that sounds like you aren't aware of the fact that it'll affect your shading, which of course goes on to effect your bakes and normal maps, lods etc. etc. Yes, you could run a uv -> hard edge script, but that means there could be some UVs that you stitched…
Ok, I guess I'll try and remake everything tomorrow then. However, I'll just show you the results of trying out various combinations of using beveling/not using beveling and using the hard edge UV trick, and the bakes I got out of Substance Painter as a result. First, I tried No Bevels and No Hard Edge trick Then, I tried…
[EDIT]I figured it out, but left the post for humor... Solution at end of post:[/EDIT] Hi all. This morning I started up Maya, made a cylinder used F10 to get into edge select mode, tried to grab an edge but noticed that all of a sudden Maya is behaving strangely. I have pre-selection highlight active and when I hover the…
Hi jvstudebaker, Pretty interesting take on alien eggs :) . Couple of things I noticed: If you're going to keep the spikes and the strap things they're attached too, make some slight variations with them. They look way too mechanical to be something organic. The material of the strap things (sorry, I don't know what else…
I really want to like using the crease tool for my sub-div modeling, but sometimes it is challenging to get it right. The right shape of the following image is the base model. the left shape was achieved by using edge loops. The left shape with the edge loops is the look that I'm trying to achieve using creasing, and maybe…
Good stuff from Poop. This is for max, right? From the help file: [ QUOTE ] Smoothing groups define whether a surface is rendered with sharp edges or smooth surfaces. Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry any number of smoothing groups up to the maximum of…