the work around I found is to be sure that round shape have a higher smoothing angle than 30. a cylinder of 12 sides will create issues but one with 14 sides is fine. if you select some edges and press Crease+ it bevel those edges but if you choose only 3 segments it will end up making faces with a smoothing that will…
The reason for wanting a UV shell selection method is to be able to easily assign separate Smoothing Groups for each UV shell in order to improve tangent-space normal mapping results. Splitting the vertices themselves creates worse seams in the normal map. I only wish to split the vertex normals (thus, smoothing groups).…
I strongly suggest you use Meshsmoothing when making a high poly model. If you hand model it all, you are likely going to leave out some nice beveling/chamfering on one edge or another. If you set it up to run nicely with a meshsmooth, everything will be very smooth on the edges, etc. I also suggest that after you do that,…
High poly is done, still a few smoothing issues here and there but I think they're minor enough to sculpt out. Fewer roadblocks than I expected, the prop art courses I did definitely paid off in terms of improving my sub-D modeling skills.
(reposting from game-artist) Hey everyone, Upon importing an .ase static mesh into UDK, I'm getting the following message: Trying to troubleshoot the issue, I found this thread over at UDN: Generated/Imported vertex count ratio message - Epic Games Forums Post #7 lists potential causes as: 1. UVs - no UV map at all, or as…
If I create a poleless sphere in max using spherify (on a subdivided cube) and then turbosmooth I get tight shading around the four quadrants that the sphere is composed of (caused by where the edge loops are closest together). Changing smoothing groups doesn't seem to prevent this. I'm basically making a bowling ball with…
My goal is to learn dynameshing for hard surface objects. So I made a box and then made a smaller box inside of it, with some of it poking out so I can add to the mesh. So I dynamesh it and it's all good, I set my blur to zero so nothing gets smoothed. Now here comes my problem; I mask my small square that's inside my big…
Yeah. Essentially, you just need more geometry to work with. Basically when subdivision occurs, on round/cylindrical objects, your polygons need to be evenly distributed - or at least reasonably so. When you put those two edge loops through your curved shape, your curvature is no longer evenly distributed - so it will…
[ QUOTE ] I suppose that's not a good idea either????? [/ QUOTE ] Nope. The more you do it, the more you show you're not learning the way you should be. Your feet still look like Joan of Arc. Max users early in their education find that little button labeled "meshsmooth". From that, they believe that smoothing their models…
Hey I just picked this up at home and when I try to install the shelf for Maya, nothing happens. I installed Mightybake on both my C and E drive and I looked in the program files to try and find a custom maya shelf file or something that I could install manually I couldn't find anything. I have Maya 2014 and 2015 (they are…