did you check normal direction? I always leave in the viewport options - Lighting - uncheck Two Sided Lighting, black faces now are the opposite of the face normal. I was going to say Unlock normals as well, but seems like you tried it. Polygon Menu - Normals - Unlock Normals. Another useful thing to keep on is Display -…
With this kind of structure you would probably put a seam on every edge that is between two perpendicular elements (meaning that there's a 90 degrees angle between two faces that share this edge). I'm not a huge Blender user, but what would you typically do is select the edge -> Mark Seam -> Repeat, and after you're done…
Might also be that maya is making every age a hard edge, that combined with a maya shader is making it look like that. But converting all the edges on a 7 million polygon mesh will probably crash your maya. Maybe there is an option in zbrush to export with smooth edges (or a certain file type). Or since it's just a version…
I think this looks pretty cool the lay out is nicely done. If you are trying to keep the polycount low, look at your edge flow and really focus on silhouette if the edge doesn't effect silhouette then you can get rid of it to free up some space. I have had good results putting a chamfer of 2 on hard edges that will have…
just the "Delete" key for vertices. If you want to select edges and delete the edge and the vertices I personally hold Shift + Right click - drag to 7 o'clock in the radial menu "Delete Edge", or the Ctrl + Delete as you said before (which I didn't know about until testing it now so thanks!) EDIT: also you reallllly should…
Make sure to create a UV seam every place you have a hard edge in your smoothing. This will make sure the normal map has enough room to represent both sides of the hard edge. More here: You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts The other thing you need to do is make sure the…
Looking good so far. Edges are a little soft and wobbly, almost cartoony? I'd personally reduce the amount the edges are warped and try and sharpen them up a little for more jagged edges. Something to think about when you move on to colour is how it weathers. Here's a pretty good ref of how depending on placement the board…
Here it is after the first Zbrush pass. Instead of doing smooth edges in polygonal modeling, I tried a workflow where I imported the geometry in Zbrush, used crease to maintain some hard edges, then I dynameshed the geometry with booleans. The dynamesh topo being quite equal, it's easy to smooth the edges with the polish…
chamfer doesn't have segment and does not round the edge, am I using the tool wrong. Maya has bevel edge and chamfer edge so I think the two might be completely different tools. 18. I've got the maxstart file working so it sets my working units but after Ctrl + n for new scene it does not load the file any way to get the…
You're correct, it's not actually triangulating my mesh but it's displaying the triangle edges. okay.. I messed around a bit more and I have found that if I create a primitive and then add the Unwrap UVW without converting it into an editable poly, it will show the traingulated edges like in my screenshot. But if I convert…