I have a problem where i had dublicate edges by mistake on the problematic polygons shown below, then i used merge vertices by 0.1 on the whole mesh to fix this, but now these faces don't work on symmetry. Is there a way to fix this? Btw I don't want to use mirror, because that will distroy my uvs which i don't want them…
Hi, Is there a way to rotate UVs in 90 World Degrees Based on a Selected Edge? Before I mislead you, I'm looking for a command/one click solution rather than rotating it manually. You can see an illustration of the problem below: Thank you for looking at the problem.
Quick issue I'm having with Maya. I probably hit something leading to this small, yet visually annoying, thing. When I select edges or faces on an object I'm seeing my selection through the object, even when Smooth Shading is on. You can see it in the picture below. It only happens in my current project, not a new project…
Quite often when I'm working in Max i'll get a problem where my insert edge loop line will flicker in an out or not appear on the surface at all. Moving the camera very far away fixes the problem and the loop appears but then I just cant see where I'm putting it anyway. The way I have been getting by for years was just…
Hey guys long time reader first time poster I am making foilage for UDK mind you that this is my second attempt from it the texture is completly hand made and it uses an black/white texture for the opacity mask. As you can see up close the texture looks pretty smooth the white edge is almost completly eliminated. Close…
I was following tutorial how to create curvature map without normal map. I have got a strange result when I apply smart material on my curvature map. Curvature maps looks fine. Does anybody know what I have to tweak to get the right mask near edges? Thank you. My result: my curvature map:
In a perfect world. :( (Rounded island edge so everythings angled). Poopipe, that will effect vertices on both sides of the island (just want one side). I could break the edge and reattach after moving, but man, that sounds incredibly tedious.
Ah I'm sorry I should have said. I am using edge padding, although being as this isn't a seam I can't see how it would help? I've included the normal map in the attachments if that helps. I've also been using that cage in the baker. UPDATE: Well you can call me pant-on-head retarded, I just figured out what was wrong. I…
Hello, I have been trying to bake some high poly rock normals onto low poly version of themselves using xnormal, but whatever I do the normal map ends up making edges more visible than they should be, here's an exemple in UE4. It does the same thing in blender. Those are not Uv seams as there is no uv cut there. I've…
hey guys, i'm new to this, and dear lord is learning good ethics stressful. i've been looking at a lot of face models which are considered to be "properly looped"...but there are thousands of variations within what's considered good work. so, i just scanned for edge loops that seemed to be present in all of them, and then…