I have been working on a Taurus Raging Bull Revolver 3d-model for the last week, have just finished the low poly and have just started making the high poly model from the low poly (for baking). I am not experienced in making high poly models as I have only been using normals baking techniques for about two months. Please…
Hi folks, mb someone of you knows whether is's possible to sample normal data from neighbor UV islands and filling margins with this values not just edge color, does probably xNormal or any other baker software has such an option Thanks
Hello, I’m BlakeSmith, a professional VRChat avatar creator with over three years of experience in designing and developing high-quality custom avatars. Turnaround time typically ranges from a few days to several weeks, depending on the complexity of the project. I prioritize clear and consistent communication throughout…
That fits. Conversion between smoothing groups and not smoothing groups is kind of not possible (face boundaries vs vertices) For the OP - when you Boolean in max (maybe proboolean) it generates an edge selection where the objects intersect. I've used that to generate fillets/clean up/ make welds etc in the past
When you subdivide your plane turn off Smoothing the "Smt" button next to Divide. You can also crease the edges of your plane, the default Plane3D in does this, but the corners will still round off a little. Either way it prevents the open edges from shrinking in size as you subdivide it.
@Noth as I know Maya works well with Linux but is not native supported on Ubuntu, I think the best option is to get a dual boot and try, and if you like it make a more smooth transition to learn everything, marmoset works well on Linux and for me Maya load more slow and crashes more on comparison to blender I used to use…
At the moment I'm using alt + rmb and was just wondering if there's an option to have maya scroll smoothly using the scroll wheel? I just find it more convenient for my needs if I could have that functionality. Thank You.
So alot of the models I make for work tend to have an awful lot of holes cut into the sides of objects etc. I always try to 'box in' the holes and just tidy up the geo around it to keep it as clean, but not as optimized as it could be without having long edges running along a cylinder for example. Mostly this works ok,…
Arby based on your screen you have "smooth by angle" modifier that makes beveled edges sharp. Then you use face weighting that keeps those sharp edges . So you need either set the smooth angle bigger and set few sharp edges manually if necessary or uncheck "keep sharp" in Face weighting and keep every edge beveled