Hey guys I need to create a uv island from my hard edge model. I don't know if my request mean something... In other word i would like to create a uv island, each time there is an hard edge A script exist for maya, but I don't find for 3dsmax. I tried Textools, without result Have an idea Thanks
Hey, just a quick question. How do I create a clean straight edge onlong the base of this model. When I use the SHIFT+CTRL green drag box and then delete the topology, the mesh is all jagged (pic1) which when the hole is closed causes weird stuff to happen lol (pic 2). Any help on how to just get a clean straight edge?
I'm trying to extrude edge using Shift+Drag with a local coordinate reference system, but for some reason it doesn't work. I keep dragging, but the extruded edge doesn't move in needed direction. Is there something I do wrong or there's another way to do that? I made a video of it…
Ok so I'm working on a fresh version of a previous model I tried yesterday and messed up pretty horribly. Thinking my low poly and high poly geometry is wonky. Anyways, how tight should my edges be on my highpoly? I've seen some examples with pretty curvy edges, and others not so much. Is there an ideal shape or angle?…
Hi all, I can't seem to figure out whether or not Modo supports edge/face constraints like Maya and Max have. Here's an example in Maya. People mentioned using the slide tool but even that seems to not have an "absolute" setting like Maya or Max does. https://i.gyazo.com/1111e5ba3229c186c9ee4db7d14a115f.gif…
The rounded edge shading only works with edges sharper than 40 degrees. We need to look at fixing that up, but there are other visual issues with rounded edge to sort out at the same time (it wasn't really intended to be used this way when it was put in).
Anyone know why I'm getting these dark lines along the edges of my objects after I bake them in substance painter? Heres an image of what im talking about.... Is this because the edges are to hard? Should I bevel them or something or is it an issue of resolution on the UV Maps?
Plan is a good one and high resolution at 4k for a hero portfolio piece I'd want to squeeze in every pixel could possibly grab thereby hopefully capture the attention of eyeballs that actually matter which typically, at a glance what you've created is worth their time continuing too scroll through a detailed breakdown how…
Hi everyone ! I got a quick question about normal map baking and texturing workflow I've read some articles about Normal map baking, and they all said that in order to have a clean result, I have to have Smoothing split, and UVs split on every hard edge for example like this box but for texturing purpose sometime I can not…
Im fairly new to modelling and now i am starting to question my workflow. I am always trying to model in only quads using edge loops. Thats way when i try to add some detail to certain part of the mesh i create an edge loop that runs through entire mesh and creates a lot of new vertices even in places when its not needed.…