I would suggest NOT using an alpha blended surface for these. The texture is going to be filtered with distance, and the lower MIPS will be very blurry. It's generally better to just use pure opaque geometry. Include enough cross-sections to reduce long thin triangles, which can cause performance issues with some GPUs.…
if you already have uv cuts, you can use hard edges for free, but you dont have to if you add hard edges because you have too much lowpoly shading going on with sharp angles, you have to add uv cuts. yes hard egdes will add to the render vertexcount in that case
Does anyone have any resources on how edge loops should look when smoothened? I always see these kind of weird edge loops when doing SubD modeling, but I'm not sure if it's supposed to look like that, so where can I learn what topology is normal when doing SubD? edit: Here is another image of the model from the front,…
Thanks for the replies guys! I thought I'd softened the curved edges and hardened the centred arch edges, and I had, I know I had. However, for some bizarre utterly inexplicable reason the normals were locked on it :poly105:. I tried unlocking the normals after resoftening and rehardening the egdes didn't seem to make a…
miauu's Script Pack vol.2 is a set of scripts that will help you to make faster and easier some of the tedious task when you use 3ds Max. miauu's Script Pack vol.2 include: Attach and Link: Automates the process of linking objects to the surface of other objects. - attach point helpers or any objects in the scene to…
Sorry this is going to be quick, still at work, but first thing that caught my eye was the overall model doesn't look smooth, it appears very edgy. The front bumper doesn't appear to curve like in your reference, looks like you have a "edge" the bend should be a smooth transition. Next, the very front of the hood appears…
-Where you have hard egdes in you mesh, break uv. You use an hard edge to limitate extreme normal bending between 2 faces (90° degrees for instance), and thus limitate errors due to : 8bit format/dxt compression/unsync engine... -A break in uv doesn't require a hard edge in the mesh. =>You don't have to break normals on a…
You need to split your UVs where you have hard edges and have enough padding between your UV shells. I would suggest reading through all the info on normal maps in the Technical Talk section of Polycount. e.g.:…
In a simple case like that, I just would remap the cap of the cylinder but here are some solutions for more complex cases: If you don't care about the extra polies: Just extrude those "seam-edges" by 0/0 like FatAssasin said. The distortion will be hidden away in this newly created tiny rim. If you have Deep-UV or any…
i'm not sure if i'm 100% right on this... but: say if your doing something basic e.g a plank of wood.... if you were planning to have it just in 3ds max, you would add edgeloops just around the edges for support... but if its zbrush,, you want to insert heaps of edges until you kind of have a tesselating square pattern…