Also, try manually straightening the uv island edges, may be the resolution and maya sometimes shows the straight edges jaggy (i guess its because of aliasing and approximating when zoomed out ) but in the uv layout on the right the edges of UV island dont look straight, try fixing them and see if it makes any difference.
Ahh and dont use automatic hard edges. Good normal map bakes require hard edges at UV seams. So you will need to place them by hand or use a script. I guess there are some scripts for max that will create hard edges by uv islands but I haven´t been using max for 2 years.
Work in vertex subobject. Select the vertex you want. Set the Edge distance to a number. Increase the falloff until it stops. Increase the Edge distance to a higher number. Now the falloff can be increased further. So you can limit the falloff with edge distance. Also try flipping on and off affect backfacing in soft…
It wont end up looking blobby and soft if i use the correct edge control on the high poly though will it? And then i can just chamfer the edges to match on the low poly. Or should i chamfer them on the high poly as well and use edge control on the chamfers? Thanks for all your help so far guys, big
place edge loops were you want grates to be, ring select all the edge that go to the center and do a small bevel on them. loop selection all the edge loops you added in and do the same with a small bevel. than start selecting faces in the right pattern, and extrude them down a bit and delete the faces.
Use cut in edge mode. (I get way too much weirdness with cut in vert mode) Use the cut tool with 3D snap to mid point turned on. Select two edges and click connect. If you're using graphite modeling tools there is a swift loop function that places edges by clicking, you'll probably like it.
well there is probably easier ways to do it.. But if u wanna subdivide those i suggest you remove all those unnecessary edges. Just keep a few to hold the general form, then apply the smooth modifier and add edges/tweak edges so they get the right shape. Keep a copy of the original text in the background as ref maybe?
You could build up one side as a plane, then copy and rotate around til you have all 4 sides. Then weld the verts as one object, and extrude edges inwards for your "feet" their. OR Build a box, put 2 edge loops evenly spaced then delete the middle face. Extrude edges for "feet" then mold the rest.
Hard edges are horrible if you're baking a normalmap from one mesh (high-poly) to another (low-poly). If you're not baking, like you're just using Crazy Bump, or no bumps at all, then hard edges are better since it's faster. I try to avoid them though because they only make an infinitely-hard edge.
I dont really know if edge flow would be called a dead giveaway. A lot of models I've seen have near identical edge flow with mine. Its just natural. Hell, I used to copy the edge flow of something I'd see posted online from someone else, but I'd hardly call that plagiarism.