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?
Alright, here we go guys. Hopefully I didn't get too image happy. :) Forgive poor image compression on most the image. I opted for quicker loading over quality. Except for this first one. This particular set of props was meant to be a quick and versatile. Borderlands (and their level designers) are notorious for re…
@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…
In 3ds Max, is there a way to quickly crease the seams of your UV or some other method to preserve them when smoothing? The problem is I use edge loops to preserve my edges and when sub-dividing if its a shared edge with a UV seam it shifts the UV's edge outward creating distortion. Any help is always appreciated.
So, I have been trying to go around and understand normal maps recently. This is what I understood: * Every sharp beveled edge or edges with a 90 degree angle need to have a split edge in the uv map. * The edges mentioned above should also have hard smoothing. * Every UV Island needs to preferably have it s own smoothing…
Looks like the extrude went wrong? missing the edges here? Maybe disable subd modifier for now and check that model is correct first. You should not have to remove the geometry. Set seams along the desired edges and unwrap. Some edges (with different edge lengths) will unwrap into a curved shape and you will then have to…
I'm really confused on why I see this unchecked when people do hard surface models in their courses. So if I understand this correctly if you use averaged normals even with edge splitting you're preventing gaps in the projection. My final question is why would someone use edge splitting instead of just using a single…
Remove == backspace. In edge sub-object level remove or backspace removes only the edges while ctrl+backspace removes the edges and the verts, that is common to the seleced edges. Search the scriptspot for scripts that do exactly what the ctrl+backspace do.
Is it safe to say that when dealing with hard edge more detailed objects you should bevel the edges for correct normals? Is it also safe to say that when dealing with less detailed hard edge object you should split the edges?
From what I can see, you've got your control edge way too tight with the edge of the model. Try create some distance between the control edge and the actual edge and you should see some results.