I am having this issue in Blender uv image editor. Is there a way to display uvs in the editor as I select edges and vertices without using the ''keep uv and edit mode selection in sync''. The problem with this mode is that if I want to move a vertex or an edge, the other edge/vertex moves with it. So How can I display…
I find it very handy to have slide edgeloop and collapse edge there. Also the delete edge/vertex tool so that deleting edges doesn't leave any floating verts. I have a section of "selection" buttons to quickly switch selecting edgeloops, edge rings, border edges etc as well. Loads more but those spring to mind as useful!…
Huh? Is there a guide I can read on smoothing edges. I didnt know you dont smooth when the edges are >90 degrees. And yes I exported with the crytiff plugin and correct preset. Actually I just did an -> average normals, on certain faces and exported that into ce3. It seems only soften edge or harden edge works in ce3…
@Nuclear Angel : Sure man anytime! Yea, its pretty much the same workflow in Modo as max/maya. I'm originally a Max user. The main place where the workflow differs in Modo is when you use the "smooth shader": "Rounded edge width" workflow, that Tor Frick pretty much made known to the 3d community. If your interested in…
It jumps? odd, I think these 3d programs are designed to pivot around a selected object or by the world space by default ... or most recent position ... so i think you need to select something and click on the option for recentering your viewport nav thing ... sorry this isnt very concise, its actually been a while since…
Hello everyone and thank you for reading. I have been following James Taylor https://www.youtube.com/watch?v=spi4lGxnMZg character modeling tutorial on youtube. I like his workflow and I find it useful for buidling a character's basemesh for sculpting. I am practicing everyday and I am trying to memorise the whole process…
you've got too many straight 90° angles and too sharp edges overall. on Overwatchj everything is nicely angled, or beveled to chunky 45° with soft edges to catch highlights nicely. Check out the overwatch high poly renders on artstation.
Day 17: Bolt Carrier and Ejection port These images are all in wire frame because they are Boolean operands inside the upper. I think for the main subtraction the boxed-spline I have going around the edge will work fine to bevel. These pieces aren't finished. I have developed a technique to create objects that have…
Watch your pixel density when unwrapping. The grid texture you've applied shows me that some areas have a higher density than others. Try and make the gridtexture show in a consistent size all across the model. You've a lot of edges that are being wasted. I'm not going to tell you where specifically, I don't think you'll…
The hard edges all appear to have matching UV splits so that doesn't seem to be the issue. Increasing the texture size captured more details but even at 8k there were significant baking artifacts. It appears that the pixel density is quite low in some areas and this means there's a limited ability to capture the relatively…