I'm using a subdivide modifier. I set my edge creasing to be a factor of 0.5 to give the edges of my bevel a little bit of smoothness. When I add the subdivision modifier and use the catmul clark method, all I see is geometry being added. It does not smooth my geo like it would in Maya. How do I do this? UPDATE The issue…
This only happens when smooth mesh proxy is on. Is there a way to fix it? I'm guessing it has to do with cameras but I havent found an option for it yet. If you look close enough you can see the wireframe 'trickling' off and on the 9mm bullet. I never noticed this before until just now. But it seems to ONLY happen when…
Hi. I had a stone in udk that worked fine, but wanted to redo the uv and texture. When i imported it again the mesh looked terrible. The model has only one smoothing group!
I'm having this smoothing issue there is a line where i used symetry and i only have it in marmoset looks fine in 3ds max and unity if anyone knows how to fix this please let me know
Ey Polycount, I've been having a problem with baking fibermesh to a Low-Poly mesh with Xnormal or Maya. I get a really harsh gradient from pink to blue. And it seems the problem is the High-Polys smoothing groups and I can't seem to fix those in Maya by making the edges soft or hard or unlocking them. As you can see in the…
I'm doing a lot of mid poly stuff atm with loads of cut in panels that have different material IDS and I'm using support loops+ 1 smoothing group for the smoothing. Which results in a lot of geo and makes it a real pain to select stuff. I guess if you're doing conventional low/high poly work it's not that useful. That…
Well ill get straight to the point, I sculpted a skeleton in Zbrush, did the retpology in Maya and when i got it in to MT this is the result i got : I tried to export with smoothing , importing to zbrush and exporting ..