ok, after further investigation I have gathered the following information, which may solve/explain the issue, but brings more questions to be answered. Within 3ds Max (UV Editor -> Preferences -> Filter Map) when the Filter Map is enabled, I could see the blurriness of the edges mixing the solid coloured boxes together. In…
The support for Edit_Poly modifier is added. :) macroscript CleanRemovecategory:"miauu"tooltip:"As default max Ctrl+Backspace"buttonText:"Clean Remove"( if selection.count ==1 then ( function GetEdgesUsingVertEPM curSel verts = ( local edgeVerts = #() for i in verts do ( edgeVerts[1] = curSel.GetEdgeVertex i 1 node:$…
You can add additional edges at the corners (similar to the support edges when SubD-Modelling) and then use these edges to adjust the cage...this way all rays will be perpendicular to the surface (as long as they are not between the support edge and the corner) and the details will bake correctly...after baking you can…
I'm baking stuff in Maya right now. As far as I understand it, you should only have hard edges where your geo changing ~90 degrees and it's a boarder edge on your UV map. If your edge isn't a UV edge it should always be soft. Having hard edges where you shouldn't will result in nasty seams. Having soft edges in the wrong…
I'm not expert, but what I follow: no small bevels on low poly. generally put uv seams on sharp edges, then mark those edges hard. Leave every other sharp edges smooth (causes gradient, so if it causes problems every sharp edge should be marked as hard and then put a uv seam on them). If the uv seam is on a non sharp edge…
Sorry for resurecting this old thread, but I'm stuck with a similar problem: I need Max to return the number of Elements/SubObjects (4 in this test case). I tried getOpenEdges and converting these to FaceSelections and reading those but I'm stuck now comparing these to get the number of Elements. Am I on the right track…
This is a texture resolution issue. Try baking your texture at 2x or 4x and it will go away. This happens because you're not using any hard edges whatsoever, so you have quite extreme gradients in your normals to account for the smoothing of the lowpoly, when you get these small thin triangles, you run out of resolution in…
Overall not a bad head, the topology works well for the pseudo-anime style you're going for. The nose geometry looks a little wierd though, like you modeled in the edge loops and geometry for a more realistic anatomical nose but kept it smooth and anime-ified. If you're satisfied with how it looks smoothed you could…
If you think about it it has to be that way. The edge you're rotating would have to 'grow' longer in order for the adjacent edges to remain parallel. The edge obviously doesn't grow so when the vertices move with the rotation the stationary edges attached to the same verts get longer and shorter. Think of cutting a piece…
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