Titan of the West “At the Western edge of the world stands a giant guardian, ever facing the wind, ever vigilant. It will not allow you to cross the edge of the world. It controls the winds with it’s magic sword and will send you homewards if you near the border of oblivion.” Well that is obviously a problem for anyone…
I have begun to rebuild the main body, question about the edges, I tried making an edge similar to the one posted above but I ran into this issue. The edges around the front, side and top panel meet at this juncture. This has left me with a really funky corner. right now I'm playing around with wear to add, take away, move…
That's not necessarily true. In this case the bevels are just for smoothing, but a proper bake would take care of the smoothing anyway. Big rounded edges benefit from having bevels, but for a thin edge like this a hard edge + baked normal would probably look much better. Depends on the type of model, but in this case hard…
Smoothing groups don't always match UVs, nor should they. I split the UVs for every hard edge, but I don't need hard edges for every UV edge... usually I have more UV splits than I have hard edges. Anyway, smoothing groups don't help with this, since they have no knowledge of overlaps in UV space.
Great, it works, but I don't like how looks hard edges, could you tell me how set the cage and other options to bake better hard edges normals? This cube is a test to learn how bake hard edges normals maps because I created a mesh with many hard edges and I have problem to normal mapping it.
For edges and verts, it looks like these for options (can have any combination of these options except for having the middle two at "unchanged" - because nothing'll be altered then). For edge selection, it works on each edge selection, for verts it works across all selected verts at once. So, aligning between endpoints and…
I have another question, is it possible to draw a heightmap and then use an anchor point to get edge wear from the curvature map of that height map? I've been trying for 2 hours and can't figure this out. Trying to high light the edges of this heightmap, but can't figure out how. Trying to get a scratched edge material on…
You can hold ctrl + right click, go to edge ring utilities, and select to edge ring and split, this will place the split right down the center. You can also use the multiple edges option in the add edge loop tool and it will split evenly. I couldn't replicate your problem, but I too believe Maya can be quite tempermental.
Hi everyone! Today I want to tell you how I created a highly pligonal model in Zbrush on the example of a hull. Для начала я экспортировал свою модель из Fusion 360 в Zbrush. Next, using the DynaMesh function, I subdivided the mesh to create chamfers and other elements that reveal the history of our hull. I used the Polish…
Zremesher would take forever on subdivided mesh like several mil one. And usually you never get it right from first attempt. Still it's a simple way to get even quads before subdividing. It does it slightly more clever than Dynamesh. So yeah > Import or free sculpt with sculptris and booleans in mid res >zremesh> export>…