Maya uses the shortest edge for triangulation and it will change which edge it's using as you edit your model. If you need to guarantee an edge just split that face the way you want. It will also flip edges while objects are animating if the shortest edge happens to change.
Heya - The very last image (red / blue / grey parts) is unrelated to the topic of the Blender bevel shader - this is just a way to illustrate that smoothing edges (by blurring them on the texture itself, after an edge detection selection) has been possible since forever, and to great effect. As for the earlier…
pretty cool man- nice presentation. although I wish some of the details (bolts) had deeper information in the normals. Also some of the edge treatment seems non existent. I know in some of the ref you posted, the vehicle has some really clean, un-chipped edges. The problem with following ref like this, and subsequently not…
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work. I've read: * You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts * Understanding averaged normals and ray projection/Who put waviness in my normal map?…
I'd like to hear opinions on what I somehow noticed maybe not in every but many recent games as a trend. I mean not an exactly same "uncanny valley " people discussed decade ago about Beowoolf and Polar express and imo related mostly to animation but rather more subtle, more general thing a picture get after crossing…
What does the low poly look like without the normal map applied? Usually, this sort of artifact is caused by having hard edges on the low poly mesh but not splitting the UVs up at the hard edge borders. So the solution would be to make sure the edges on the low poly are soft, or to separate the UV islands along these…
Fuse just listed pretty much what I am missing when it comes to modelling. The things I can't model quickly without are universal "Connect" (plus connect-2 and connect-3 to quickly insert 2/3 edges into a selection), universal Collapse, and a toggleable system of working in highpoly (High Quality Preview in Maya is…
Hey, what I meant by wire-frame was literally just some screenshots of the window your working in with edges turned on - not necessarily a render. This render is a little clearer though so one thing I'd point out for now is the ends of the barrel and ejection rod or whatever its called look like the smoothing is going a…
A few points to understand : • Some baking environments split the projected rays according to the hard edges of the lowpoly model. This can be useful in some cases, but probably not what you need here. Test this out with a very simple model to be 100% certain of what Painter does when baking. • "The low-poly model has…