re learning the basics in substance painter. I have used it on the past, but have forgotten most of itdust +edge wear using world space normal, so the dust is only on the bottom half of the car
Hello! I've recently been working on this project, really trying to focus on manual retopology and uving. The big issue for this model is around the one outer edge. I used hard/soft edges for this model and solved some artifacts by changing that edge to a soft edge, however now I'm noticing an issue with the normals. I did…
Every time i make a normal map for my low poly usb model, one of the uv shells always has jagged edges. I don't think it's a hard/soft edge problem because no matter what i do (make the model all soft edges, make the model all hard edges, split uvs along hard edges, create uv seams along hard edges) it doesn't solve the…
Hi, This seems like something that should be so very simple I am afraid of asking here. But how does one preserve hard edge/soft edges across export and import? Somehow for a simple export of following model, Maya Import will convert all soft edges to hard edges. Sure, it preserves the normal just fine, but I lost all the…
Is it possible to bake hard edges or selected edges somehow in Maya, Mental Ray, V-Ray or anything ? I want a baked image with stated edges white and all other black background.
mmm, if anyone needs help next time with anything similar the 0.001 + method works dependent on the scale of the object, the select open "edges" option next to the edges icon works to close open edges and uses weld, i usually do open edges selection turn it to either edges or vertex holding control and you "weld" only what…
Hey there :) I have that mesh in maya: notice the creased edges on the outer edges, i added them to get a smoother look while maintain the hard edges there when subdividing: because WITHOUT that crease subdiv would look like that: so i export that with creases as FBX: and import it into maya: the "creased" edge is now…
In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible…
Does anyone have any decent resources for managing edges (edge loops) while adding detail and tieing objects together? Where is it appropriate and how would you go about collapsing multiple edges into a singular edge (generally causes triangles)? Should you hide those triangles in crevases? Or should you be looking to…
Hi someone told me that It is impossible to select any random edge if we are in edge mode i.e we have to select that edge manually we cannot do it through script. see the screenshot I want to select that edge. Any command to do that? SEE THE ATTACHMENT