Hello, first I'd like to address that I didn't include this question to the sticky modeling thread because it's solely a question how to solve this little modeling challenge in Maya. Screenshot from an Instagram post from Gleb Alexandrov (standard Blender) How would you model this exact transition in Maya? I'm pretty…
I've been trying to learn maya recently... I want to chamfer/bevel those edge loops here, why did it make the vertical edge loops uneven after I use bevel in maya, I just want them to be straight like in the max chamfer picture. What am I doing wrong and how do I fix it? Thanks!
I'm currently following a tutorial by Simon Fuchs (Blizzard) who uses meshfusion. I felt this this was a great opportunity to speed up my workflow. It appears Fuchs is using an older version of Modo not that should really matter. I follow the tutorial introduction and make a simple 'subtract others from first selected'…
Hey all! So I've run into another issue with max 2011 where "group" beveling two faces doesn't work like it used to in 2010. Before if I selected two faces from two different meshes that I had attached and chose "group" from the drop down, it would group those faces together and create one bevel. Now however as you can see…
you can rotate the circle so instead of straight edge in middle you get the quad side of circle meeting this flat piece, thus solving your issue and giving you natural bevel as in reference
Hi there! I'm creatimg modular soviet administrative building. I prefere the FTN technique to make the smooth convex and concave edges. And the question I faced with is the bevel width. Some big values looks ugli for me. But some small values are visible in very few lighting conditions. So I thought to ask someone's…
I'll just cut to the chase: I read that one can bevel 90° edges to make them smoother when normal mapping. I also smoothed the map, yet this was the result (which was slightly worse): That was done on a 1024 * 1024 map. Different values for edge padding appear to do nothing, so my questions are threefold: 1. How much…
Hello, In Maya, I often use multi-segmented beveled edges but the trouble that I have is when I flatten the UV Shells of the mesh in Headus UVLayout, the faces of the beveled edge come out really tightly packed so that they're not one pixel across even at higher resolution. Is there an automated way in Headus or Maya to…
I am trying to work through this how-to video on the Quixel YouTube - Quixel Mixer Procedural Texturing. In the tutorial, the "Bevel" mask modifier is used very often. In Quixel Mixer 2019.2.2 that modifier only accepts whole number values, so when the author is keying 0.5 values into the bevel modifier, I can only use 0,…