Max's edgeloop detection checks at each vertex to see if there are three new edges coming off the vertex (it already has the previous edge), and then it selects the middle one, and repeats. With the top of a cylinder, there are only 2 edges (the side and the loop edge) so it fails. If you add a cap segment so the edge of…
The reason I'm asking is that lately I've been trying to get a little more back into Blender for my game art. Now either I don't know how hardening lowPoly edges is called in Blender or it still does not have proper support for it. Well, at least not if I understood the whole thing wrong until now. Blender lets the user…
Interesting page in substance documentation: https://substance3d.adobe.com/documentation/bake/seams-are-visible-after-baking-a-normal-texture-159451848.html Blade: hard shaded edge along the blades edge - this way the normal map doesn't have to compensate for very extreme angle. Crossguard: Seams at rounded edge combined…
Hi, So I began to do some housecleaning on my mesh since I realized it has too many polys and needs to be simplified. I saved a new copy of my mesh to be turned into a low poly shadow of its former self... But I'm running into problems. I'm selecting unneeded edgeloops and getting rid of them with the Delete Edge/Vertex…
It's not a problem with your mesh, it's just the way Editable Poly works. When using EP, there are certain rules it follow that make it impossible to do things like weld vertices on three planes that share and edge, and deleting an edge in a "donut" like you're showing. It just needs it to be there for whatever reason. To…
You aren't going to get anywhere near how max handles chamfers and proceedurally control of it etc. But yes bevel is how it's done in Maya. smoothing groups in max is a good way to handle making the selections, imo hard edges are often as well in Maya. some just set them manually or with a combo of by angle. And once you…
I'm very new to modelling and have started a project to build some assets for a game. My first set are some gravestones for a cemetery. I'm aiming to keep the models pretty low poly as they are not main components and will not be visited up close. I've created a low poly cross model and a high poly one with chamfered and…
Hi, I was trying to learn more about the efficient UV techniques for game models. And that is how I came to know about the importance of edge padding from some earlier posts here. Unfortunately I have already prepared a few game props like furniture, crates and barrels etc. without edge padding. Now I have to recreate…
This has been bothering me for quite a while now. Every now and then I get edges that come completely detached from one of their verts and either shoot for another vert or the world origin. This has a habit of corrupting the entire scene. But when I try to remove the edge, Max will probably crash. If I try to delete the…
I hate modifying curved surfaces! I try to mitigate this effect by cutting my mesh into non-contiguous chunks to keep edge loops from running across surfaces that don't require them. I've found that trying to reinforce an opening along a curved surface yields much better results if there are a lot of edge loops to start…