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…
At a guess, I would suspect that the key to this method is preserving the normals of the "half-mesh", as if they were part of the whole mesh. If you just delete the half the normals on the edges are bound to change, no?
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…
I just bought the plugin to try it out. I'm using Maya 2016 and I crash in less than 2 minutes. I'm testing it on simple and clean plane just by doing some edge extrude. It looks quite easy to crash on my side : 1 - select some edges 2 - go to smooth preview 3 - extrude 4 - select some other edges And then I crash. Little…
I continued my progress on the low. On the cockpit, for the non-planar, I added a few edge loops, when I would triangulate without these edge loops it would look too sharp. For the fifth image I added the inset and removed some non-silhouette altering edge loops. Will add some more chamfers to the back and a few more minor…
look great, i would go for more dirt where the truck attaches the the deck which will make it easier to place exactly where it is on it. just use some AO to mask dirt to that area. also maybe adding a edge loop along the edge of the deck so you can round out the edge on the nose and tail a bit more, since that is usually…