Hello all. I'm trying to use a pattern that feeds into the Distance node that feeds into the Edge Detect node so I can control the edge width and roundness. However, often times I run into this problem where the Distance node creates these squiggly borders that Edge Detect will pick up and they are no longer the desired…
Hey guys. I was using the defaul mouse setup in 3DS since I started using it in December and decided to switch to something similar to Maya's controls(using Alt+left click to pan instead of middle mouse button) as it made everythin quicker. But I came across the problem of not being able to de-select edges this way as in…
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.
I think i know what the issue was now. I was using a script to select hard edges and I think it was changing selection options. So the target weld was not working afterwards. source dagMenuProc;int $lowAngle = 30; int $highAngle = 150; //Change the object back to object mode, just in case it wasn’t already toggleSelMode;…
@Paxwort That was good advice about the materials thanks! I had to play around more with the lighting when I started adding materials. I'm finding it challenging to make the metal look not too dark or too bright and shiny. These are the tiling materials and trim sheet that I'm working on in substance painter. I'm using the…
Just fyi; Because max's smoothing splits are done per-face instead of per-edge (or per triangle) some splits are actually impossible to transfer at a conceptual level. For instance, if two faces shared a series of edges but only some of those shared edges had a smoothing split you could not transfer them. This can be…
Hi! What does the lowpolys' shading look like? Is it facetted/all hard edges? If so, shade it smooth. Should you use hard edges, remember to split UVs along those edges to prevent artifacts when baking. Regarding UVs of mirrored and duplicated/instanced parts, I recommend to offset those by 1 to prevent issues with baking…
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?
Basically, the tools I've been using the most for this are the hPolish and DamStandard brushes. After I've built up the basic forms (1), I go back and forth with hPolish until I get a definite edge (2). It's a little hard to see, but next I pop out the edge some with the DamStandard set to Zadd (3). After that, I can…