Can anyone script a little readout that displays the length of the currently selected edge? This would be useful for checking corner sharpness on sub-d models.
Hello. I'm having hard times with hard surface modelling. At the picture, thick edges need to be preserved when smoothing, so I added extra loops. The problem is that I don't know how to resolve the upper intersection neatly. Currently there is a little pinching. Any ideas?
What's the preferred method for achieving good wall edge/corner detail now? I was watching some Hitman 2 gameplay and they do a great job with their wall corners.. I was thinking maybe a floating mesh baked from high poly, with color added in the material?
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
OK, here is what's been giving me a headache: I like to transfer geometry between ZBrush and MODO and make great use of creases and Dynamic Subdiv in ZBrush to keep my geometry nice and clean. I know that OBJ doesn't retain creasing information, so I use FBX as an exchange format. However, it seems that I'm only able to…
hey everyone, I met some problem when I bake curvature in substance painter, very simple geo, and I use low poly as high, but I get this hard edge, does anyone know why. Thanks!
Hi all. I was wondering if there was a way to unify the length of all selected edges in the screenshot in maya 2018. Maybe there is a script capable of doing that? Google didnt tell me much.
Hey-yall. Recently our studio has be cranking on particle fx- and a big part of that has been making fx sheets. Something that would help out our mipping greatly is the ability to pad the pixels on the alpha mapped edges with pixels of the same color. anyone know anything?
This maybe also depends on the real material and properties off the workpiece in real life. Maybe this outer ring is better textureable with both corner edges connected to it like so: or even more "straight" like so.. ..or there is something more important to the inner areas.. and so the inner chamfered/bevel edge should…