By pie menus I mean quad menus which appear when I press RMB. Can I make custom menus which are context-sensitive? I mean like if I'm edge selection mode and pressed insert edge loop I want a quad which allows me to select from edge loop presets I made(2 loops at 90%, 3 loops with uniform spans and so on)? Also can I bind…
I'm baking high poly geo onto low poly geo and primarily with cylinders i get these problems - the dark areas around the edges. is this only way to fix this with more geometry? and if so what is the most efficient way to add geometry to resolve this issue? e.g. chamfer or more sides on the cylinder. Thanks in advance
The goal is for each normal map pixel along the joining edges to match each other. For this reason you don't want much detail along the edge as it'll make it more difficult (or impossible) to get perfect normal map continuity between the two sides.
In my experience crashes in Maya are relatively rare (post version 8.0 anyway). I find it certainly crashes a lot more on systems with less ram (e.g. < 4GB). Other than that I find it's usually due to weird topology like trying to bevel on a degenerate edge or something like that.
I am totally dig'n this guy! I would make a crit though, I know you are going for an organic feel with the metal, but it's starting to get muddy around the edges of the plates, and the depth/thickness of the plates is getting lost, I did a quick paintover to help explain.. Original: Edgy:
In my experience, Ai tools make sense to use as a shortcut for small bits of menial work. As long as the task is well-defined with plenty of decent-quality source material for the model to pull from. And only if I am able to filter the output using my own specific subject-matter expertise. It's great at handling the…
Hey Hanpan, Here's the process I use, assuming I have my low poly mesh finalized and exactly the way I want it... Within Maya 1) Make SURE you're using ALL quads. This is important because Z subdivides every edge of your model by 2, each time you click the "divide" button. Having tris etc can produce weird results that…
well the most basic method which works good in most cases is to model it as simple polygons. Then apply a shell modifier (3ds max) or sth similar to give it thickness and then apply some subdivision (e.g. turbosmooth in max) to make it smooth and round the edges. The are more ways to do it of course ...
[Maya] Select To Sew Border UV This is the script for Maya that makes it easier to select edges for sewing shells in the UV Editor. Just select one edge and run the script. The algorithm will find and select the edges required to sew the shell regarding to this edge. Also there is the second mode that at once sews shells…
When you model the high, are you using your smoothing groups to define your flat sides or are you using support edges? I always recommend support edges as you have much more control of the look of your model. With that said, your edges are WAY to sharp for a game model. We have to compensate for resolution issues when we…