#1 select one of the 2 faces,- hit shift + drag it to the center so that 1 edge of it is in the center of the window - check copy to element when you release the mouse button. Now select again 1 of the 2 faces you have selected in the screenshot and hit the "hinge from edge button". In that dialogue click the select…
22. Not sure. I imagine you'd have to get the input and output connections to find the nodes it's connected to, break those connections, and then re-connect the original plugs avoiding the node you wanted to remove. Never tried something like that though, sounds dangerous :) 23. Your description is correct, that's how…
what are you export settings like in blender? when i export a LP i choose .OBJ (Selection only, include egdes, smoothing groups, include normals, include uv's) and i de-select apply modifiers so that sharp edges get written as smoothing groups.
As far as I know, loops don't work if you don't have continuous quads. That's kinda the point of loops. On both sides of your problem you have polygons, it only works on quads. From Wikipedia, searching Edge loop (computer graphics) "In a stricter sense an edge loop is defined as set of edges where the loop follows the…
Ha ! interesting. So basically, both polygon edge splits and UV edge splits can be detected by Zbrush for later grouping. Therefore the only thing missing from the Maya/MayaLT toolkit to get (approximative) edge creasing data into Zbrush would be the ability to simply select all the currently creased edges - so that the…
Usually not good, but depends. Most materials use the UV mode that wraps when it gets to the edge, so the texture tiles if the UVs go over. This means along the edge it will filter in some of the colors from the opposite side of the texture. So UVs touching the edge can cause seams. If you can change the UV address mode to…
Took me a bit time to figure out why my edge masks not work as expected. First thought the curvature map has an issue but it baked fine. When there are seams on the beveled edges only uv island with the beveled edge contains curvature information, therefore you see the seams when using blur or similar on the edge mask.…
85-90° edges needs to be absolutly hard edges, and you have to split them in the UV map as well,with a bit of edge padding. Hard edge = UV seam, remember always that. Don't know how projection works, I use cages and xnormal, but there must be something really wrong since I see a lot of clipping errors. So you might want to…
Required reading! http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts The basic rule is that you should have hard edges where the geo is around 90 degrees or greater, and also split the UV's into islands along those edges. I'd also suggest removing all…
The dragon looks awesome, I liked the previous blade a bit more, this one seems too bulky. I wanted to comment on the normals of your low poly blade. Be careful with using hard edges. If you have a hard edge (vertex split), you also need a UV split there, otherwise the normal bake will be fu***d. With the way your UV…