Have you tried adjusting your Radius on your Ambient Occlusion? You can also try intersecting your walls by pulling the mesh into the other mesh at the intersecting points. (not always great but it will create a shadow line that is not on the edge of the face which could correct the issues.) best of luck.
Assuming the blue box is my marquee selection I want this to be the result of my selection. I'm not looking for alternative ways of getting the selection, I'm looking for a way to adjust the marquee selection tool.
hello, can anyone help me figure out why I am seeing creases in my polygons after using the shell modifier or what I can do to avoid this? I need those polygons to look flat after I apply the shell modifier. Thanks in advance!
Viola (Opera) are new on the scene taking the place of the recently broken Godspeed, You Black Emperor! with their edgy melodic tones and haunting sound samples. Expect their first single "Five Minutes in a Crypt with a Wolf" later this month (ed. damnit. I see now I forgot to close my parenthesis. oh well. I am not…
This model getting weird when adding turbosmooth and quad chamfer, we know n-gons and triangulated models can be a problem when we trying to smooth, is there any way to fix this? or do I need to create a high poly merely based on quads?
@Noren you read it correctly. however in my experience baking and display rendering engines are not always perfectly aligned. especially when you are using more than 1 rendering engine (one for rendering animations, and one for rendering real-time content(in the editor or a game engine). so you can't always count on them…
Agree on the grass and would include a lot of the edges where buildings/objects meet the pavement or ground. Managing transitions helps a whole lot in selling an environment. Some grime decals or vertex painting in those areas will help tie everything together and add interest. Having some texture transitions around your…
Hey modoers! I'm running 902, and I heard that there is a feature to get symmetry working by topology of the mesh, how does one access it? With this, does it mean I no longer must have my objects centered in world position for this to work? I'm going a bit mad with the symmetry here :S
I've got a model here that I need to optimize for animation, I've had tutorials on ultra low poly stuff but now I'd prefer help along the lines of quality animation over, efficient animation. The model is not for a game but rather for fast rendering, I want animation to be smooth and as deform / glitch free as possible.…
Hello all! I'm new at this forum and 3D as well. This is the first character I ever try to do from scratch (on my own at least) and I'm not sure about the correct order of the animation loops. There seems to be no real standard on how many poles are allowed in the face and more importantly where to place them. At least…