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…
Thank you so much for the feedback! can you give me a general idea of what would be best to model at my current level? as for the triangle fans, how can they be avoided when i have rounded edges like in this case? I will definitely check out Korean Bevels
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". :(
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.
After some experimenting. This edge loop method works best because putting an extra edge loop next to main edges reduces smoothing errors. This is working out fine now.
It's too hard edge for a sand bag.. I just can't imagine anything holding sand to be that hard edged and crisp. Add some more edges to it to round it out... it will help a ton.
One thing I ran into while working on the mesh was connecting pieces together and not having the edges line up. Are there any suggested methods for bringing edges together across pieces or collapsing edges when merging?