Hey guys. I'm working on some Modular Sci-fi Hallway stuff and I had a question about hard edges. If I want to add support loops or make a hard edge slightly softer how many edge loops do you guys think is a good number?
Hi there, my first tip would be to look at corner of the mouth and compare it to the reference. Just ignore the whole picture for a moment and look how the topology compares to you (and I don't mean the edge flow but rather the surface) Next I would overlay your reference back on your model and check where the big masses…
That is correct. That's a normal map. Normal maps don't have heights, they have angles. If two surfaces are facing me, their normal (angle) is the same, so it doesn't matter if they are both the same distance from me, or if one of them is right in front of my face and the other one's on the other side of the sun -- their…
Thx swordslayer but that script delete not only the edge I want to remove but also edges, which are connected to that edge. The script I was looking for is in this thread: http://www.polycount.com/forum/showthread.php?p=1384800#post1384800
Looks really awesome. I work also with SP and always have problems with the edge wear generator. Either it didn't show anything or the "edge wear" is more like redrawing the edges with a "silver-liner". :(
@sacboi Yes, I thought of that just don't know how well it would work in between seams, for now I was thinking of making a blob liquid kind of mesh from a spline line into cylinder then apply a noise map displacement, at the welding points to make them look like a bad welding job. Something Like this but I have to make the…
"Chicom" type 56 SKS: Instantly recognized this weapon (didn't have to image search here) because I owned one during a stint in the forces waaay back in the day ...most of us had their favorite playtime weekender locked in the armory for 'yippy' shoots down at the brigade range so fairly knowledgeable handling it. At a…
If Maya changes your normal information (hard and soft edges). Select one edge and reclassify that edge as either hard or soft... the rest of the normals on the mesh will pop back the way they should be.
This is looking good! One thing that I noticed is that the back of the couch and the wooden ceiling beams feel a little sharp edged. Maybe bake some smoother edge normals to use on these edges?
W+right click > Axis > Custom > Set to edge > Select one edge It's possible that it's called "Set to component". What this does is that it aligns your manipulator to the selected edge/face/vertex.