I don't know if the title is accurate enough, therefore I've added some images where my problem is shown. I just want that the edge of the golden material goes around in a circle instead of a 8 sided polygon. The mesh is low poly and I've baked several maps with the high poly in Substance Painter. Thanks in advance.
Hey all, My 3ds max is being weird... i managed to bake the Normals perfectly but when i bake the AO it wont bake properly on these: and this is the model High poly, low poly with the projection cage... This is of the top red circles on the top of the AO bake... maybe my cage is wrong or something? it does cover the whole…
I'm having a sculpting issue with Zbrush. The edge circled in red in the attached image cannot be sculpted in any way except in the Y axis. I've tried to re-dynamesh the object but the issue still occurs. [IMG]http://www.polycount.com/forum/<a href="http://imgur.com/FC1gLVz"><img src="<a…
Im in a rush to gather some primary research for my university module,i'm simply asking the members of this forum to fill in this quick questionnaire about GTA V - of course only if you have played the entire story. Since its digital you can't circle your answers, so just make it bold, or highlight it, or make it in…
hi, i'm a newbie with zmodeler, and i'm trying to make a predator tank from warhammer 40k i'm tryng to make this "hider" (red circle) but i've not ideas how make the rectangular substracts from the cylindric shape can you give me some hints? if i add edges to the shape for make the hole more "creased" the circular shape…
Hi guys I have a problem. When cylinder object cut cube object like the image below, it make a black edge in curvature map. I really want to know how to ignore this or some key word about this. Thanks all This is normal map, you can see the circle on cube's face This is my bake setting This is black edge when bake curvature
So Iv'e run into this problem a couple times and whats erking me is not being able to use the available space circled in blue. I've correctly scaled the UVs using an add on texel tool and thats what it gives me. Clearly there is free space for me to scale some UVs up but it would throw off the perfect texel density. Should…
Hey! I'm using particles to simulate spraypaint in maya. I'm rendering the particles as spheres and using a lambert shader with full ambient color to create flat shading, so it looks like a bunch of dots splattered on a wall. However, if I make it slightly transparent, the spheres no longer shades flatly, and it looks like…
Hello there. In the last days, I worked on the grass meshes. I picked up them from my previous project called "Ancient Ruins" and did some refinements. I assembled the meshes in the circle like in the picture below and used the "normal thief" script to copy normals from cylinder mesh into grasses. It's a great technique to…
I would say that's just how it is. There will be probably a difference in the grid density if you compare the hands or feet to the body. On the other hand you probably add some edge loops that come from the limb, circle the joint of limb and body about maybe 180 degree and flow back along the limb. So at least I don't know…