So I created a few quads in unity and gave them an unlit shader. When I rotated them, they are heavily pixelated. Check screenshot. I tried two things to no avail: 1. Changing anti-aliasing settings to x4 gave a decent result but still not production worthy result. Theres still a lot of pixelation. 2. Tried rotating the…
That fits. Conversion between smoothing groups and not smoothing groups is kind of not possible (face boundaries vs vertices) For the OP - when you Boolean in max (maybe proboolean) it generates an edge selection where the objects intersect. I've used that to generate fillets/clean up/ make welds etc in the past
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Here are the updates, with explanations. I believe this is much better. Going for subtle details that aren't too much, not too dirty, but enough to look believable. I placed some intentional scrape marks where things would have happened in the past. it's a large, round vehicle so the big thing in the back would get hit,…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
Hello again, So, I was needing to create a circular plane with a lot of vertices, with ideal spacing in between, but avoiding that "poke" in the center. Like having the spacing of a typical default plane, but for a cylinder top like so: Is there a simple way to quickly make such a thing? Thanks!
Maya seems to have developed a new annoying little quirk so that when I bake a diffuse texture from high to low with surface sampler (Maya 7), it ignores my settings for padding the UVs. Because of this, the mipmaps are showing some nasty seams on my models. Anyone know of a good plugin for CS2 that'll do the trick? I've…
Hello, I am at retopology at the moment. I checked out the Wiki on Polycount too already but i am getting mixed suggestions . Maybe there is not only one solution ... I was unhappy with how my feet turned out and decided id just model them as box modeling from a cube like…
http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map That thread should explain what's going on. One option is to bake an object space normal with a different low poly that has a few more supporting edge loops. Then use something like Handplane, or…
In Maya I simply control click a loop or ring, then double click a subsequent segment on that loop or ring to partially unselect it. Is this possible to do in max? I know there is window crossing but a complex partial ring/loop deselection when that ring/loop is going around the object would be highly useful.