Hi, The Maya modeling toolkit is great but i am facing an irritating issue. When trying to extend an edge by pressing Tab+Left Click sometimes i miss that edge and a quad strips gets created(they have the same shortcut…
I thought it would be helpful to new users in particular to share how I've customized my Modo for direct modeling and UVing Unreal Engine 4 game assets: Preferences Defaults > Animation Frames per Second = NTSC (30.0) Defaults > Application Group Selection Cmds = Uncheck Item Index Style = Item_2 Defaults > Auto Save Time…
If they are hard edges, you should check the offending edges on your model to make sure they are smooth. For baking normal maps, everything on the inside of your UV shell should be [Maya: Softened, Max: one smoothing group] in most cases. If there are strong gradients along those triangles baked into your normal map, try…
I'd do this and tone down the tons of un-natural noise you have all over your metal, it looks like paper noise and not metal noise as well as the wear. Less blue in the lighting and getting hte nice warm wood tones will help lots as well. I would also try and get more geo cut into the wood cracks which look big enough to…
@Eepox nice silhouette! @Erikwag90 Nice! The planes are delineated so nicely. Your sketch/speedpaint style definitely has a hard edged quality to it. Have you played much with varied edges? or are you taking the hard edge look farther? Polycount, I love you, but these ads are eating up a curious amount of resources. I'm…
I really wanted to like Modo. I tried it for a month and was so frustrated. I came back again about a week ago with an open mind and really tried to get into it but the "Modo way" just isn't clicking with me. Some of the most basic stuff in the program frustrates me to no end. Like, why can't my models wireframe be at…
One last update for the night. The barrel front area now has a normal map. A big part of my workflow has been unwrapping the uvs in a way to have seams at the edges of corners which can make some edges look a bit sharp depending on the light direction. The area that stands out the most is the front bottom edge of the piece…
That covers UV splits but not hard edge splits like eltarbos mentions. It's been a long day and I'm having trouble thinking this one through fully. Also, what maya version? Looks like polyEvaluate got buffed in 2018. -uvEdgePairs(uep) would be handy here at least. (how do i escape this textual hell?) I think a script for…
I am using fbx to export meshes with soft and hard edges, and with the smoothing groups option checked for the fbx plugin when exporting, and it's doing a good job in converting the normals to smothing groups in Max. But I remeber that if you had a mesh in maya that used the average normals technique and not the soft/hard…
well, I came up with a workaround if someone is interested, but still, would like to hear how other people would go about doing it! so what I did was: 1. use mask pen with radial sym 2. extract the resulting mask 3. polish by features to clean any jagged edges 4. zremesh by half a few times - turn on keep polygroups 5.…