Hi, there are two settings that control how many edges the curve bevel mesh will have, one for the "length" edges and one for the "across" edges. These two settings have "resolution" in the name, one is in the Shape panel of curve properties, the other in the Geometry panel of curve properties as well. Is this what you…
if you turn wireframe on you probably get a better idea what is happening to fix, you can either adjust the skinning or it may be necessary to add some additional edge loops to that area to adjust the skinning, the easy way is to put joint into the problem pose, then use smooth brush with a very small value and just tap…
Hello guys, I am trying to add edge loops and use chamfer to maintain hard edges but I am really struggling with any topology that isnt in a perfect loop or it is vertical. I am trying to avoid creating non quads but it seems impossible when using chamdfer in vertical edges. I have attached some pictures that show how the…
Hey everyone, while working on Tims Kukri Tutorial, I recognzied that my smoothing groups (Hard Edges) are really messed up. I'm new to 3ds Max and have no idea how to fix this. I attached a picture of my hard edges and the ones of Tim's knife. Do you have any ideas, how I can fix this and keep up my smoothing groups? Do…
I just got substance painter and i am trying to texture a pretty basic wooden crate: I want to add so edge wear to the sides of the crate but i have no high poly version so (as far as i know) I cannot bake the correct map to make the edge wear work correctly. Is there anyway to add nice edge wear to this without having a…
Hi!! After fighting for a couple of hours, I finally found a technique for terminate support loops in Zmodeler ( So instead of having 3 loops in a supporting edge, you have one). With this technique you have less edge loops going through your mesh, and doesn't distort the curved parts of your mesh. And it smooths…
With tiling UVs, when your texture is mapped 1:1 across the model, the texture is still tiling beyond the edges. When the textures are filtered you'll see a little bit of the opposite side being blended into the pixels that are right on the UV border. UV Clamp smears the pixel colors along edge of the UV square, instead of…
Ok. In short, there are 2 solutions. One if it isn't always doable. 1. Use more vertical edges 2. Use a "medium poly" mesh as highpoly. It should have the same amount of divisions as your lowpoly. You can take your existing lowpoly, and simply bevel the hard edges. This way, the "highpoly" will be exactly aligned to the…
Hm.. I'm not sure here but maybe the only option you have is to select the edges which define the "thickness" and then scale them with pivot mode set to individual object pivots. Fastest way might be to quickly box-select all edges of one end and then box-deselecting any edges which define the length of the strips. Then…
Are you using a cage? Because your low poly has hard edges, the rays from the bake may be missing some of the rounded corners without a cage. If you are, you'll just have to live with it. Beveling your low-poly's edges and setting the entire mesh to one smoothing group will help. Modern game engines can more than handle…