You could... convert it over to edit poly, straighten and align the edges, then select the boarders and click "create shape" to convert the edge selection back into splines. I would be tempted to use the 2D-3D unwrap feature in TexTools so I could straighten the edges in the UV editor (straightens a bunch of edges horiz or…
@Doxturtle I'm a little confused. You choose your hard edges based on UV's? Shouldn't you do your UV's based on your hard edges? I always make my edges soft or hard as I work on the model. If it's a round surface, it'll be a soft edge. Then when UV mapping, I make sure to dice up all my hard edges. @ChrisLambert The sculpt…
So, I had a discussion this morning with a fellow student regarding edgeflow. He is working on a basic human male model and i noticed that his shoulder edge flow was different than [ame=" https://www.youtube.com/watch?v=XIYT0rQMzIA"]how I was taught[/ame]. My friends model had edge flow that traveled up the arm, across the…
Hello there. I'm currently working on creating a barrel plank and wanted to conduct a test bake, but unfortunately it's not working correctly. The least artifacts in the bake I get when using the 4k version, but I'd like to avoid using a 4k normal map due to the model being intended for a game. Here's my workflow for…
definitely has potential, looking at the wireframe it has too many polygons for the bevels and where the shape doesn't affect the silhouette such as those edge loops right down the middle are you planning to bake this into a normal map or mid-poly model with bevels? on the flip side there is a part that could use more…
Kanga, although I agree that these are amazing hard surface models beautifuly rendered, but I can't remember that I’ve ever seen a close-up shot of a beveled adge of hard surface models done in ZBrush! (Of course We are talking about dynamesh and not Zmodeler) I mean when it comes to quality of sharpness or smoothness of…
Alright, here's the more in-depth feedback I promised you earlier today, you ready? * design and presentation are kickass, not much to say about it. There are some weird choices but it's nitpicking (Ex. the pipe going straight into the light on her nape). I really like her face, along with her proportions it gives her an…
If it doesn't support the info from vertex normal toolkit (at a guess it would) you'd just have to use pipelineIO's manual hard/soft edge tag to do so. In fact if the Vertex Normal Toolkit saves that info in the same way as pipelineIO does it could be as simple as renaming a vertex map. Otherwise just use select > sharp or…
EDIT: GAH, two people posted before me, so yeah their answers are probably better. I know how you feel, really they make no sense to me either. It seams like a way way overly complex way of dealing with something so simple: spliting the vertex normals. Anyways, how it works is that you can have up to 32 groups. If the…
hmm sorry to derail a bit. First day trying Modo In Maya, I can use split tools to add 2 vertices which will be connected by an edge that runs straight through any edge along the way. Does Modo has similar tools to this? Following DT tutorials it seems to be the Edge Slice tool, but that tool doesn't cut through other…