Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
Anyone know of a way in 3dsmax to convert the green edges in an unwrap to blue pelt edges? Basically what's happening is that every time I collapse the unwrap modifier (to make tweaks on the mesh), it forgets all the pelt seams. Is there a way to convert the green edges into blue edges? Or even just a way to select all the…
The way I think about it is> hard edges are for mesh shading. Spliting the UV once the only concern about using hard edges is addressed is basically using the button to convert hard edges to UV seams. aka stop using the convert UV seams to hard edges button, you are doing it backwards :#
re learning the basics in substance painter. I have used it on the past, but have forgotten most of it dust +edge wear using world space normal, so the dust is only on the bottom half of the car
Blender basics, shows how to use measure tool to measure edge and angle. Happy sharing and I hope this helps. #blender #cgian #b3d Watch here, https://youtu.be/8Nm_iREOIcY
Its always the same. Straighten what you want straight, locally relax the rest to follow that straight edge. You could pin it, or like i do, just exlcude it from your selection
mmm, if anyone needs help next time with anything similar the 0.001 + method works dependent on the scale of the object, the select open "edges" option next to the edges icon works to close open edges and uses weld, i usually do open edges selection turn it to either edges or vertex holding control and you "weld" only what…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg = ( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…