@VVCephei: No, you cannot delete those edges after your bake. Your bake is made specially to work with those edges. The lowpoly you use for the bake has to have the same edges and same smoothing groups as the one you will use in-game with the baked normal map. (Basically when rendering it will use a combination of the…
Welcome to the forum! First things first, be sure to post reference of your project at the start of your thread from now on so people can provide better feedback. To business. Your support edges should be a similar distance for like materials to define materials. Right now your support edges are at random distances and…
I was wondering if anyone knows a script or plugin for 3ds max that works like the Blender F2 addon? https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/F2 Detailed explanation Quad from vertex When a single vertex is selected, a new quad is created by creating a new vertex. The position of this new…
Hi Everyone! As part of getting myself up outta the dirt in 2015, I am getting my bake on. Previously I haven't done much in the way of high to low baking; it's a weakness in my current skillset that I aim to rectify ASAP. So I made myself a really basic asset (an axe) in Zbrush, retopo'ed it in 3DS Max*, UV'ed the low…
Yea, but do you know what's causing the issue? Because if not, you're just following a rule you don't understand. It could also come from an uneven normal blending because of the uneven triangulation + sharp edges. But in the blender shot it looks like you have hard edges for the cap segments. This would normally lead to a…
I find it awkward to extrude the edge using "new" extrude because the pivot goes into "normal" or object mode(?) i guess which is usually what you want in extruding faces but when extruding edges in 99% i want "world" space pivot. Now it is possible to click on that little circle on pivot to change the modes but on edges…
Your UVs for that remote are not very optimized nor efficient. How knowledgeable are you with unwrapping and projecting UVs? If you have a hard edge it needs to have a UV cut at that edge. If you have a hard edge, that edge must be separated in the UV map. That hard edge needs to be separated to bake properly. When it is a…
But you can use edge padding too, and then you should not get edge issues even on lower resolution. 2k for a simple cube wouldn't make any sense...Also you don't need hard edges on every UV borders. Actually its the reverse. You need UV splits everywhere, where you have hard edges, but you can have an UV split without a…
Measure and show edges length, segments length and faces area in real time. Work with Splines, Editable_Poly and Editable_mesh objects and Edit_Poly modifier. -- In Polygon/Element sub-object level will show the selected faces area in generic units only. -- In Edge/Border sub-object level will show the length of selected…