In 3ds max there is an option when adding an edge loop to control the spacing inbetween loops. This functionality does not seem to exist in Blender. After googling around it seems like a lot of people request it but the conversation doesn't go anywhere. In a lot of cases you can simply scale the edge loops after placing…
Hello guys, I mainly use xsi and Im transferring to 3ds max. Does anyone know how to delete multiple edges properly. It seems that when I do delete edges in max, the vertices for those edges remain? Also how can I select multiple edges at the same time from one side to another, I'm not referring to edgeloop selection with…
Hey all, I've noticed in Control there are many concrete surfaces that all have different base albedo and normals, but around arches and corners they've used what I can only guess is some type or trim sheet. The trim normals repeat, but the underlying tiling materials are all unique and have an effect on the trim. Is this…
Hi, I'm looking for a convenient way of scaling selected edges separately for continuous edges (like 3ds max always does). I know i can use axis orientation: component mode in tool settings, but typically component orientation is screwed and see no way to work around it. How do you deal with it? Do you know any script,…
Blender doesn't have cages, actually, so Xnormal still wins out. edit: Also, since EQ glanced over it: 90 degrees angles are not hard by definition. A hard edge is where the normals are split to achieve a break in shading. Blender currently also doesn't do this, you need to physically split the edge to do so. The need for…
Hey there man, I think the best thing to do for edges before you take them into ZBrush is use the Crease Edge tool. I'm speaking for Maya, however, I would imagine there is something similar to that for Max XSI etc. Using the crease edge tool, just grab all the edges that you want to be sharper during the smoothing process…
Note that you generally want to go the other direction... generate UV seams from hard edges. To reduce shading errors with tangent-space normal maps, it is best to split and separate the UVs where there are hard edges on the model. Hard edges are not needed for every UV edge though. I.e. there can be more UV edges than…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Hello everyone. I am working on what will eventually become a fuel-cell. I am modeling in Maya, and baking in xNormal. I have Zbrush, and I am moderately OK with it, but I am a complete amature with the polygonal modeling mode - I'd rather just use Maya, but I am starting to think I need to learn it in Zbrush as well.…