@Gamer_Alien: You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead. When subdividing the base model into the highpoly, use…
Use more geo. Unless it's for an low poly game or it's really small on the screen I would use more geo to round the edges, define the chamfered edges and give more details. Also you missed a lot of details (e.g. at the top on the side is a part in the concept which is missing in your version) and didn't got the shapes…
I think I would generalize it. Increasing the selection range should affect the selection of objects/components in general, not just the Editable Poly preview selection range. Also if you dissect maya's selection behavior it's a bit smarter than just having selection range. E.g. if you are in vertex/edge mode and hover…
hey, great to see your progress 👍️ Regarding the texturing, I think you could make the bone spikes more readable by reducing/controlling the noise/normal details and adding some gradients along spikes/teeth, directions (e.g. seperate planes pointing downwards) and highlights (edges, maybe most smooth from usage). Right now…
While this is focused on Toolbag 3's baker, the following tutorial covers all of your issues and then some: https://www.marmoset.co/posts/toolbag-baking-tutorial/ Check out the Basics and Best Results sections. "I never said that it is "pointless to worry about smoothing groups", quite the contrary. What I am saying is…
I've added several new articles :) * GTAV: Underestimated Glow: https://simonschreibt.de/gat/gta-v-underestimated-glow/ * Cozy Space Survivors Breakdown + Post Mortem: https://simonschreibt.de/gat/cozy-space-survivors/ * Talk: Being a Tech Art Detective: https://simonschreibt.de/gat/being-a-tech-art-detective/ *…
I quite have blender experience and i started to use 3ds max. Today i tried to UV unwrap my model and i put some seams at wrong edges and i realized that after i peeled the object. Then i wanted to delete some seams which actually indicated as green edges. I couldnt make it with alt clicking or something else. The blue…
Hi, This seems like something that should be so very simple I am afraid of asking here. But how does one preserve hard edge/soft edges across export and import? Somehow for a simple export of following model, Maya Import will convert all soft edges to hard edges. Sure, it preserves the normal just fine, but I lost all the…
Tried fiddling with this problem for a bit. I don't use crease edges often but when I do they tend to be unstable and get clobbered when combining complex meshes together. Apparently you can't use Select Using Constraints and isolate only crease edges (unless I was using the tool wrong) so I made a workaround script that…