You can mix hard and soft edges. You can select edges and go to Mesh Display > Harden or Soften edges. You can also automatically smoothen by angle, by going to Mesh Display > Set Normal Angle, I would try about 20 degrees for your mesh.
Maya is not synced to UDK anyway, and with you having hard edges but still having those hard edges still connected in the UV map there are abrupt shading changes on your normal map. Rule of thumb is wherever you have a hard edge you should have a split in the UV map.
Christ, was Mirror's Edge this year? (on PC, where the FPS belongs :D ) That's a dead heat between Borderlands and Mirror's Edge for me, then. Borderlands probably just peaks it by being so addictive and fun... but Mirror's Edge was brilliantly done and I have to support people doing new things like that.
Wings does have hard/soft edges. Select some edges > right click > hardness > hard/soft. Also you can auto smooth based on edge angle: select something in body mode > right click > auto smooth (use the little option box to set the threshold).
I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…
I'm using max at work for everything now and not silo 1. How do you slide an edge loop in edit poly without having to connect edges? 2. I'm having trouble sewing edges in max is it just picky or is there a tolerance setting im missing. Thats it for now. Overall im pretty familiar with max and have been working on it in the…
Hi! Looks like a mesh shading issue. Do the different parts use Autosmooth with different angle thresholds? When merged into one mesh, the settings of the active mesh would apply. You could set hard edges manually, for example along the edge of the blade.
Sorry, I'm new at this and I have ran into the same problem, but reversing normals on the target doesn't solve it for me. Any suggestions? I have a group of identical meshes (eg: screws, low poly) in different position and rotations. I deleted them all except one to create the UV. I brought back two of those many screws,…
for edges: 1)hover over an edge 2)hold down space to bring up your zmodeler actions 3)select slide 4)select edgeloop complete now every time you click and drag an edge you'll be edgeloop slide mode. I don't think there's a way to slide polyloops though.
Firstly looks like you have the proportions pretty much there and looking foward to seeing it come together. With the above in mind. For me it seems like there is a lot of wear on the edges of the desk.. From what I can see the entire length of every edge has wear; maybe leave parts of some of the edges unworn.