I am sculpting a trench coat in Blender, and I am having a terribly difficult time finding the topology necessary get sharp looking rips into the fabric. Every solution I try, like this one for example, will usually produce sharp edges at the bottom of the "triangle", but the top will smooth out into a round shape. This is…
Hi I was referenced from someone that Maya has the ability to automate smoothing of vertex normals through a settings menu. Considering Max has maxscripts which don't seem to work for me, I've been willing to turn to my student version of Maya in order to get smoothing of vertex normals done faster. He talks about bevel…
I am exporting from Maya 2013 using the existing FBX plugin forcing it to export as ASCII FB 2012. Any idea on the smoothing issues here? Exporting for UDK ;)
hey everyone! first post on polycount! i got a lil problem with mentalray here... to be specific i think i've isolated this problem to the Arch and Design shader only. i discovered reading EricChadwick's tutorial on normal maps that you can have great results when baking a highrez model on a lowrez geometry that contains…
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…
I'm having trouble with smoothing groups... This object is almost perfectly symmetrical. The faces do not have steep angles next to eachother to cause the black area. Any ideas what might be causing the problem?
When you say "looks good in Maya", do you mean in the viewport? or in a actual render? The normals need to look good in the viewport and even then the tangent basis will be different for Maya and Marmoset so you will never get the exact same result. It looks like you're having some issues with your normal map where it's…