When you are snapping to verts and splitting Maya doesn't understand that you are going across any lines since it is treated as a screen space projection. Ergo it thinks you are trying to end the split on the same line it started. Drawing a spike, beginning on an edge and ending it on the same edge without the end of the…
Depends. How is the model going to be used? If for an augmented reality customer try-on, then file size is super important since you want the customer to be able to download it quickly. Alpha test is the way to go here, instead of a ton of vertices. But if it’s an up-close interactive 3d product viewer, then you’ll…
It looks like some of the tris have zero surface area or are overlapping (because of the automatic triangulation) This causes visible edges like you have - because you have two edges right next to each other. Or even overlapping. This is not uncommon with N-gons - which is why people say to avoid them. You need to edit the…
@Joseph_A_Gagnon I don't know how much of my feedback you already know since you said you didn't have enough time and are not new, but I will try to give useful feedback anyway. The edges of of your meshes, most noticeably the walls and window geometry are very harsh. I would suggest making a high poly version with nice…
Ok, paintovers: #1 First, the red/green/blue ares represent chunks where I would model all of the detail "solid" without intersection. The purple areas are generally fine to intersect, but you may even want to consider modeling some of these solid, again as it will look better(seamless) in the end result The red lines show…
For modeling, Modo. Blender is a very balanced package, no one area is completely ignored, but it doesn't really excel in any either. The main modeling advantages Modo has over it are: -Modos workplane is more powerful then Blenders 3D/2D cursor -Selection methods are far more streamlined -modeling tools are more…
Alo, wasn't active here, but here's the progress so far. Updated storyboard- Shot4- Working mostly on shot 4 now. Figuring out workflows in Nanite and Blender. test surface mask test blend mask shader tests Lastest screengrab Gif progress so far- Youtube -https://youtu.be/-mlVTfCAZfg Geometry nodes- Started getting into…
Your Maya screen clearly shows faceted shading . So something is definitely wrong . Check shading in Maya and make sure you have split/hard edges in those areas in your exported model. Import fbx back in Maya and check . We also need to see your UV to figure out if you doing it right . The hard/split edges shouldn't be set…
Yes, averaged bakes/cage bakes work best for organic assets with no hard edges/single smoothing group, and can be problematic for hard surface assets, as averaged bakes introduce skewing to your models details. Best to just not worry and always bake with a cage/average normals, while using something like Marmoset to paint…
Pretty nice looking stuff. These are the few small things I noticed: 1-the knot in the middle of the barrel is weird. too big, too centered. It just really draws the attention. 2-The ropes need to be one smooth group. Right now they have really sharp edges and look like cubes. (this is the worst offense imo) 3-on the blue…