I'm just wondering what cases bad smoothing in Max or Maya? I've notice when in both that you'll have a crease line that clearly shows the Tri on a Qud and extremely dark areas that look like that they are warping. An example Warping effect along with Wireframe that is happening around the slide.
Does anyone know if its possible to quick unproject more then one layer at a time in Mari 3? Ive been watching some videos on it and can't find a lot of information on it. I would like to be able to quick unproject a color layer and a wireframe layer so I can see my geometry.
Hi guys, im switching from maya to 3dsmax and i have a question is there a way to make the new primitives to come with a default material assigned? (like in maya default lambert i mean) Because i dont like that wireframe and object are displayed with the same color... confuses me! Thank you in advance :)
The 'pinching' and second image with wireframe. I used soften normals within Maya and got this result. I unlocked normals, set to face tried every option up there. Got nothing from it. This isnt the only location I got this artifact from on my model.
Esta caja es para juego, si tienes alguna crítica o consejos para hacer esto mejor, por favor dime :) la versión baja tiene 2000 poli y 4000 tris, utilicé una versión alta para el borde suave This is the wireframe More images! :
Hey everyone, I am working on a stylized soldier model using my friends concept art as reference. I will be making 3 texture maps (diffuse, normal, and specular) and he will need to be around 30k tris. Here is the concept work: And here is the wireframe I have: If anyone has any advice for me that would be great.
Currently, it is not possible to export quads or ngons from Toolbag. As Ryan mentions, meshes are triangulated on import. We keep the quad-ngon display around for the wireframe view only. It may be possible to support this in the future though. I will add it to our suggestion list.
ok! This information would have helped in your initial post! I would do this as a layered material in 3d, using 3d procedurals. Apply that on a sphere that has a dual-paraboloid UV, to bake down into a bitmap. I did a similar thing with the planet in this, layering 3d procedurals and bitmaps, except baking the whole space…
Amazing stuff. Especially the two breakdowns are very handy - thanks a lot for it. One question: May it be possible to see some wireframes of the models? I'm working on a new portfolio piece and have no clue how far I can push the geometry these days. :(
Ok thanks :D I'll get a wireframe up but its a flat surface with a texture on it. I played with the vertices but it made it look worse, so I kept the flat surface. I'll use more careful dodge and burn :D More updates