You wouldn't want to have the whole track and surrounding area be 1 mesh, unless you're going to see it from VERY far away. So if this is a background object this is fine. However if the intent is to drive on the track, you'd want to make a piece of straight track with a few different texture variety versions. Then you…
I really don't want to start a new thread and feel this may be the best spot for this question, I'm using 3ds Max 2016 and a mesh I'm currently unwrapping will stretch out when I use the relax tool or pelt map it. This normally doesn't happen. I feel like a setting was accidentally checked. I'll have to use the Freeform…
I think the answer (as always) is in the realm of "moar geo". If you are modelling an (extreme) closeup of any object with any kind of detailed appearance (especially with sharp, uneven changes, like these sharp folds) you need enough geo to support the attempted level of detail. If you are doing this for like a high…
So I'm almost done with my first car and the only thing I need to finish is the headlight. I'm not sure if it a right thread to ask because my problem may be material related rather then subd related. I need my headlight to look like this - It's pretty late here so my brain only came up with making a plane, slicing it with…
Well, next gen character or not, I think you should still keep scale and viewing distance in mind when deciding what to model into the low and what to bake into the normals. These holes are only a few MM wide in reality, so again, unless you plan on doing belt closeup shots or something I wouldn't bother. This should be…
Right, I was just meaning that the clean meshes are useful for sculpting since they can be passed over to the animation teams easily (and back and forth between teams) without needing further retopo. @TeriyakiStyle Ptex works just fine with ngons and triangles, which I checked after making that post suggesting possible…
Ikonane. You're getting smoothing problems with the sight because you haven't added a supporting edge along the underside of it, along the main body of the gun. Same with the cut into the sight, no supporting edges down the side here, so its giving you strange results on the actual sight itself. Not really much help like,…
@MKO It's likely the current smoothing artifacts are caused by a combination of factors: extruding directly off of the existing cylinder edge segments and the extra edge loops that run down into the corners. Before trying to resolve the issue there's a few things that are worth considering: * Will the object ever be viewed…
Hello Polycount, I'm a hobbyist really interested in playing aroung with Maya. I've started plans to make a virtual yacht and pier for a really special friend of mine but I would really want to get it done right in a proper way without misconceptions. I've been poking my nose into tutorials and decided to do a test on a…
Yes 😅 it was.. in this type of forum (vanilla?) the direct reply seems to be the (full) quote , sorry. And yes again i meant additional space at the UV borders (in blender this UV-unwrap option is just called margin) .. thanks now i see (in the polycount wiki it's also called padding).. so sad that sometimes technical…