I'm getting something a little weird with a Dynamask, which I believe is Big Tarnish, in that some edges are getting painted with a huge stripe on the mask and I can't figure out why. The curvature on that corner of the bookshelf isn't different from the other side, so my only theory as to what might be causing this is…
Hey guys i'm working on this character, and was wondering on how to make the hard edges on the base of her clothes, it seems like whenever I divide the edges seem to get more and more dull. I have put some edge loops around the mesh but it seems to still dull, if you guys could help me out it would be greatly appreciated.…
hi there, I don´t know if it was requested/suggested already - but I think a round edge shader option/function would be nice! blender and MODO have this already and it would be cool, if Marmoset could, as well. Imagine baking rounded edges on low-poly meshes within the marmoset-baking workflow !!! Cheers
He didn't use hard edges in that test, all edges were soft... If you use hard edges, unless you're baking in Maya you WILL get some sort of minuscule seam over the hard edges (and even then!).
I thought it was super smart to simply put the rounded edge value on a low poly object, and bake it. The problem is, I get seams at the hard edges (no cage). Is there a way to circumvent this? :O
I got you for the first time too. Splitting the normals means it becomes a hard edge. This screenshot is too small to clearly see but on the another ones, there are clearly some hard edges on similar areas to what you are showing on this screen shot. If I'm mistaken and some of them are smoothed (even though there are…
Hey man, I had this problem recently, I think the problem you are having is that the curve of the low polly does not have enough edges to match the high polly curve... to fix this problem I would recomend using the quad draw tool (if u are using Maya) or add extra edges (vertices, geometry) in order to make the low match…
Hi guys! currently im working on pistol. I dont know what's wrong with the normal map. There is some weird edges on it. Also, where should I harden or soften edges?
I figured there would be an option in object properties but check box for edges only does something else. The problem is that I don't want to see the mesh on an object that is really dense (that is pretty useless) but I still wanna see the edges on the object I am working on or the 'retopo' object. Freezing the dense…
Max resolves Ngons differently to Blender. Moving the vert works because it changes how the hidden edges are resolved. If you want to get rid of the problem, you have to manually add edges so that Max doesn't do any weird guesswork with the hidden edges.