I have to second what Mr Tart said, the edges on this are still super crisp, they're not going to look anywhere as good as they would if the edges were really exaggerated. It's looking great otherwise dude, I love the subtlety of the edge sculpt details, cant wait to see it baked..once you've soften those damn edges <3
agreed on the head, it does look too big. is the seam down the middle a hard edge on the mesh? it is most likely caused by a hard edge on the mesh in combination with how it was baked. it almost looks like it could have been baked with soft edges but the normal map is being displayed on mesh with a hard edge there i'm…
hmm sorry to derail a bit. First day trying Modo In Maya, I can use split tools to add 2 vertices which will be connected by an edge that runs straight through any edge along the way. Does Modo has similar tools to this? Following DT tutorials it seems to be the Edge Slice tool, but that tool doesn't cut through other…
Yellow circle is anti aliasing. Either you haven't apportioned enough texel density tos mooth that out or you need a higher resolution map. Blue circle issues, did you separate the UV islands in that area along the edges where hard edge breaks occur? If you separte those edges and give those particular UV edges some space,…
yes possible somehow, the tricky part might be to determine the edges that are already stitched because they were a counter pair of a already evaluated edge. Because the edge array would change with every stitch operation and so iterating by a loop would be impossible because it would change all the time. So in other words…
If you look closely at your heightmap you'll notice that the edge heights are completely different (the top edge of the curb is quite low, but the right edge is average) so when you're butting the two instances together the parallax heights are different, causing that seam you're seeing. This is the only conclusion I can…
When trying to cut from a vert to any other edge/vert, for some reason max is like tracing along the existing edges and cutting from the nearest vert, instead of the vert I clicked on. What have I accidentally pressed, and how do I change it back please :| max 2010 32-bit
Ok, today I stumbled on a new problem in Maya when polymodeling. When I extruded an face the edges of the face got dark. (see pic) Tested to harden/soften the edges but it didnt do any difference. Any tips on what I've may have done and how to fix it again? Thanks a bunch in advance.
Hello, Can someone tell me what i need to setup in max to avoid edges on objects when a normal map is projected on them? I set the padding alreday to the max of 64 but it doesn't change a bit on the object. Same object without stiched UVs works perfect, basically just the stitched areas show the edges in the engine or…
so the lp and the hp match up perfectly and all that. ive followed so many tutorials about xnormals and cages to the letter but this is still hapeening XD anyone?? every edge is a hard edge and ivs are all split along those edges. could it be my uvs?