I might not be the only one that thinks the cut tool in max does not work properly. It creates double verts, jumps to wrong edges and so on. i found this script : http://www.scriptspot.com/3ds-max/scripts/cleancut Works really nice, the problem is it doesn't show you the edge or vert its cutting. Sometimes it blinks green…
Hello all Trying to get my head around rounding off edges in modo (unsuccessfully as you can see in the pics). What is the best way to fix the above so the edges are nice around and how to prevent it in the first place. I am just using standard subds but I have been told to use pixar subd's and the edge weight tool because…
I'm a maya user. I've been having all sorts of problems with normal mapping lately, and have been looking for some help. I can get scratches and stuff on my models no problem with mudbox or PS. Its with high poly to low transfers that I'm at a loss. its usually fine except for the edges. If I have simple box primitive and…
Hey there. I'm having an issue in Maya to do with normals/edge smoothing. When baking the normal with edges set to face, the normal comes out fine. But as soon as i smooth edges i start to get horrible artifacts in the baked normal. (Big curved line in the middle of the face) Here is a screenshot of the baked normal in…
the downside of creases is, that you can not not easily preview them on your basemesh, unless that was changed. hard edges are easy to ready and predict, dunno if maya has some custom edge shading for creases i think the feature you are looking for is part of crease+ but i have to check with our maya guys at work if it was…
There is a hard/soft edge script for max up on scriptspot.com it kind of works like Maya does on the surface but actually manipulates the smoothing groups. But actually its probably better to understand the smoothing groups first. If you want a hard edge, polys on either side need to be in separate smoothing groups. There…
It's just extension of what you can do. You can still use edge loops to get same results. The issue goes away when you have enough geo in the 'smooth' area, be that by adding sub-d levels, or by adding geo traditionally. Additionally making the crease smoother makes the effect less visible, while smoothing sharp edges.…
If you're just straight sub-d modeling the highpoly it is quite painless as it's all square/angular shapes.(cylindrical cutout isn't a problem either as the detail is still intersecting square/angular forms) Personally I'd model it planar by edge-extrusion, lay out my basic forms and edgeloops with minimal geo, add control…
With the above texture, you need to slice up the model wherever the texture is meant to repeat. Then take each segment of faces and UV them to fit within that wood-plank section of the texture. Make sure you leave a bit of room all around the edges of the woodplank texture... don't UV right up against the edges, otherwise…
Hi there, thanks. Its at 2048x1024 atm have not looked at it at any lower res yet. A update on the revolver: Baked down diffuse info to normal(scratches, rust, dust) Changed edge/scratches clr to black. Adjusted the normalmap. Lesson learned today: Black is much better than white if you want to achive nice worn metal…