Hi all, I've ran into a problem when working with the low poly version of this cone. I've applied smoothing group value of 32 to the entire upper part of the cone, yet there are seems between the edges still. Here's a render of the high poly version for your time.
here is the picture. The mesh was created in MAX (without sub-divisions). Then I brought it into Maya to bake normals, but after I applied smoothing, something weird happened. It seems that pinching appears only if there is a vertex on open edge. Now the question is - do I have to close all my open edges, or? thanks!
Hey guys, i would like to give me some feedback for this. I am doing tutorial for car modeling from Digital tutors. Everything went well, till now, when i wanted to use Nurms Subdivision to smooth it out. This is what i got,
I was wondering if anyone has a good technique for smoothing out a curved surface to remove subtle surface variations on a curved surface, such as a car, or other machined metal. Other than moving every vert 1 by 1 that is.
Hey guys, Just a quick question, is there a quick way to get UV islands from the Smoothing Groups I've already created in 3DS Max 2013? TexTools appears to have this function, but does not work with 3DS Max 2013. Cheers!
Hi everybody. Please tell is it possible to get in Maya same result without splitting edges which I get in 3ds Max using Toorbosmooth with smoothing groups option enabled? Max Example: And Maya: