yes possible somehow, the tricky part might be to determine the edges that are already stitched because they were a counter pair of a already evaluated edge. Because the edge array would change with every stitch operation and so iterating by a loop would be impossible because it would change all the time. So in other words…
Its because you have those poles on the edge, Maya smooths with a subdivision and those poles make it want to interpolate that as a curved edge and effs your normals regardless of how much you harden it. Add a control loop to get the poles off the edge, that should get the artifacts fixed. Hard edges need that protective…
Looks like you have those meshes all on a single smoothing group. Select the edges that you would consider a "corner" and harden the edges (Normals > Harden Edge, or Mesh Display > Harden Edge depending on your version of Maya). The shading should go away. You get black like that because your model is so low poly that the…
This is just the way bridge works unfortunately, it's not creating bad geometry for Maya (2 unique verts can have more than one edge between them), it's just creating a face from one edge to the other, but not welding the side edges (if you select those edges with a drag select, it'll tell you you've selected 2). All you…
What do you mean by preventing hard edges? If you use a normal map hard edges arent any problem, just make sure that the hard edges are cut on the UV. In regards to your question about if 3ds max uses triangulated mesh for rendering: yes. All meshes are tris all the time but some of the edges are marked as "hidden" to…
yea man, use hard and soft edges to help define forms, i think its F11 for soft and F12 for hard in wings. to get a quick understanding make a cube and select all edges and press f 11, then go into shaded view, it should look all weirdly shaded like the top of the tank, select all the edges again and hit f12 and boom all…
The scratches on the clip should be redone. Scratches on that piece would be around the edges and/or straight up/down at the point where the clip gets inserted into the gun. The text at the top "5-45..." also has some noticeable compression artifacts.
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
I'd also like to thank people for checking it out :) Always glad to see people dropping by and leaving a comment or two. I've been giving the "sharp edges" criticism some thought and while I could see it would become a problem if this was to get baked down, I don't think it will have a large impact on a scene rendered in…
This is a tricky matter. I can bring the 3ds Max experience. In Max you got two geometry types for polygonal modeling: Editable Mesh and Editable Poly Editable Mesh is the simplest and fastest type as it has a simpler database to keep connections between elements. They are: * Vertexes are uniquely defined by a position in…