Hi Guys, Im looking for a way to export the hard and soft edge information from maya into modo. The obj and fbx plugins have their limits. Im usind maya 2008 and the latest modo. If anyone could help... Cheers
Nice! 2 crits; Your scene is really noisy. You could combat that by using contrast, saturation, and lighting to draw the viewer's eye to Jenova. The wings, from the front, read as weird soft cylinders, and not pipes.
I would recommend tightening a lot of your edges during the retopo. There are a few pinched corners and soft panel line edges for a mechanical space ship. This is a good starting point though!
@DunkSlammins Cool character! I would say to start thinking about edge control. Use hard and soft edges to dictate where the viewer should focus as well as describing textures. :)
I have noticed that having hard edges anywhere on either the high or low poly during the bake causes undesired results. I always set both objects to all soft.
Is it limited to hard edges for programming reasons? I think this would be much more optimization-friendly if it allowed to project bevels on soft edges as well, since UV splits have their cost
Second detailed/macro texture layer is only way to go imo. There is no soft on the market that would allow to paint/compose that on a model with convenient real time feedback . Blender maybe , partly
As a Maya user I get kind of annoyed when Max users talk about smoothing groups, since it is a poor abstract for vertex normals (not that hard and soft edges are great either).