Finished front subframe. This was a ton of work. I need to come up with more efficient ways to build UVs from dense triangle meshes (no edge loop topology). If anyone has suggestions let me know. RIght now I am manually creating all the UV splits. This has so many small surfaces the model is dense enough that picking every…
Thanks Guys! But i cant get a nice EdgeWear. What you mean to play with Curvature? With the Curvature Mask? But this is not for Edges? C,c Edit: I can choose "Edges" but they´re too clean. I need some more Rasp,Random,Acid Edges ^^ Edit²: Allright Guys, i found the "Curvature" Option in Dynamask. Is it possible to Unmask…
Here I strike again! please any tips how to get the obj to Zbrush with torn edges created? I followed the tutorial and I get to the point, when I have torn edges in MD. But when I am trying to export it as .obj and import to Zbrush, I only get a mesh with normal edges, not torn. I guess it is because it do not use the…
instead of using the turbosmooth modifier try binding a key to the toggle instead...its a quick way to toggle the turbosmooth on the fly... Be careful of the edge control...some of your edges are too sharp while others are too soft...try to keep your edges the same thickness... as far as modeling a vehicle, when I had to…
did you check normal direction? I always leave in the viewport options - Lighting - uncheck Two Sided Lighting, black faces now are the opposite of the face normal. I was going to say Unlock normals as well, but seems like you tried it. Polygon Menu - Normals - Unlock Normals. Another useful thing to keep on is Display -…
With this kind of structure you would probably put a seam on every edge that is between two perpendicular elements (meaning that there's a 90 degrees angle between two faces that share this edge). I'm not a huge Blender user, but what would you typically do is select the edge -> Mark Seam -> Repeat, and after you're done…
Might also be that maya is making every age a hard edge, that combined with a maya shader is making it look like that. But converting all the edges on a 7 million polygon mesh will probably crash your maya. Maybe there is an option in zbrush to export with smooth edges (or a certain file type). Or since it's just a version…
I think this looks pretty cool the lay out is nicely done. If you are trying to keep the polycount low, look at your edge flow and really focus on silhouette if the edge doesn't effect silhouette then you can get rid of it to free up some space. I have had good results putting a chamfer of 2 on hard edges that will have…
just the "Delete" key for vertices. If you want to select edges and delete the edge and the vertices I personally hold Shift + Right click - drag to 7 o'clock in the radial menu "Delete Edge", or the Ctrl + Delete as you said before (which I didn't know about until testing it now so thanks!) EDIT: also you reallllly should…
Make sure to create a UV seam every place you have a hard edge in your smoothing. This will make sure the normal map has enough room to represent both sides of the hard edge. More here: You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts The other thing you need to do is make sure the…