Each update I waste some time to see if Substance Sampler AI does anything useful finally and always just shrug and go away. Image to material usually does something just marginally better than old crazy bump . Ads halos around height details and looks same awful at sharp light angles. Surprisingly it sometimes works…
Thanks EarthQuake. hardening the edges where the cylinder joins the rest of the model sorted it out. Not really that used to using hard edges for anything. In the past, I've usually just set smooth edges to everything, but I can see how that isn't ideal in some cases.
That elbow joint should at least have a double edge on the front most edge, though you could probably get away with a double loop all the way around. It would collapse a lot if the arm were bent with only one edge loop right at the elbow.
The edge definition on the red crate is way too even and looks very procedural/Fake as a cause. Its a great base tho, just erase randomly 30% of the edge wear with a grungy brush and you have near perfect edge wear. Models look good
About your problem, you have some bad topology to begin with, a few T vertices along that edge. Remove them, or add edges on the other side to make the loops continue around the corner. Also you may have duplicate verts along the edge there.
you can slide verts on edges in maya. but have to do one at a time and sometimes its pretty fiddley. hold c and mmb on the edges you want to slide the vert on and then move the mouse along the edge. wish maya had more features like max :(
IIRC, csSlide is now replaced by the Constraints options (Edge). Orionflame 3's Chamfer has a "Connect" option that recreates the original edge between the new chamfered edges, similar to the old Chamfer Solid. Alas OF3 is not free... but OF2 still is, and it might have that tool.
soul, you have so many edge loops, yet at the angle you have a pointy cheek. The edge under it needs to come out some to smooth out that edge. You know this better than i do.... oh and 256 on 2400, pure evil......
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…
A lot of more subtle changes today, lots of cleanup and clarifying edges, especially the seams on the dress and the cat's face. I've been looking at a lot of handpainted textures done by Chinese and Korean artists on Sketchfab and trying to get that same clean, readable look -- a lot of the models in this style actually…