Do you see any use for this script perna or are there better methods to soften bent surfaces? Anyways, I used the macro recorder like you said and got this:subobjectLevel = 2[B]actionMan.executeAction 0 "40021"[/B]$.EditablePoly.SetSelection #Edge [COLOR="Red"][B]#{1..840}[/B][/COLOR]modPanel.addModToSelection (meshsmooth…
Ok, I finally worked it out. The problem was that I had the smoothing of the low res mesh set to 0 degrees. Apparently because of that the angle was too big for the normal map to handle. I had two versions of my side table, the original one and one with the sharp edges beveled. With the original one having a smoothing…
Thanks a lot for help! I was baking averaged, but I tested it and was getting same results with non-avereged. Im not quite sure what you meant with "adding an edge loop midway between the polar vert and the cylindrical details". Im probably just lost in translation from english. If I put edge loop on top of this detail it…
Really? Just the paintbrush? Hmm. Don't use the soft-edged brush then. Use a hard edged brush. It's nearly impossible to get hard edges (which you will need) with a soft brush, without taking the size right down and scribbling, which just gets messy and difficult. With a hard edged brush you can get those edges easily, and…
Are you looking to preserve the trench between the shapes but bridge the bottom of the gap to close it off? If so you can go into edge mode select each edge on both sides and click bridge this will draw polys between those two edges. You can also turn on bridge, click one open edge, then click another to draw a poly…
Nah, dreamweaver isn't so bad as long as you stick to a basic setup (which you should do anyways to make a good portfolio). Personally I learned dreamweaver just by playing around with it and googling the occasional problems I ran into. Right, So I really like the machete. Can I see wireframes, polycount, and texture? As…
Cheap, that sounds like the slowest method of modelling in the world... (almost). EQ's sounds a bit better but still clunky surely? Sounds like you'd be wanting to use Max's edge extrusion (shift+click + drag an edge to make a new quad) ... much faster ... IMHO making faces at the vertex level is just outdated these days.…
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing. In other words, the edge that seam lies on is not a hard edge, is it?
Alright, here we go guys. Hopefully I didn't get too image happy. :) Forgive poor image compression on most the image. I opted for quicker loading over quality. Except for this first one. This particular set of props was meant to be a quick and versatile. Borderlands (and their level designers) are notorious for re…
In 3ds Max, is there a way to quickly crease the seams of your UV or some other method to preserve them when smoothing? The problem is I use edge loops to preserve my edges and when sub-dividing if its a shared edge with a UV seam it shifts the UV's edge outward creating distortion. Any help is always appreciated.