if you have access to the sdk the way edges and faces are constructed is in the file c:\..\maxsdk\samples\modifiers\uvwunwrap\TVData.cpp though it ain't pretty :?
Look into edge decals and distance field material blending. Right now the meshes have pretty sharp edges and sharp (i.e. no) blending between adjacent surfaces. Maybe look into edge damage or at least chamfer some edges here and there. Also, even though poly counts (!) are not an issue anymore its still a good practice to…
Anyone know of a way in 3dsmax to convert the green edges in an unwrap to blue pelt edges? Basically what's happening is that every time I collapse the unwrap modifier (to make tweaks on the mesh), it forgets all the pelt seams. Is there a way to convert the green edges into blue edges? Or even just a way to select all the…
To be honest I hardly see any issue . But I would check if UV seam edge has split vertex normals. Any geometry using displacement shouldn't have hard edges. i didn't use Arnold much . I used Clarisse FX and it had special checkbox that made sure uv seams got merged with displacement . Maybe Arnold have it too somewhere.…
Hi! Looks like a mesh shading issue. Do the different parts use Autosmooth with different angle thresholds? When merged into one mesh, the settings of the active mesh would apply. You could set hard edges manually, for example along the edge of the blade.
Hey I know its dumb but do I unwrap this how I have or have each face as a seperate thing? I only mention because someone said to have uvs stop at hard edges, so wouldnt that mean I have loads of single faces, which Ive also been told to avoid. The highpoly has beveled edges btw.
I am trying to create perpendicular edges partway through a square-ish shape. I want one edge to be soft, and the other sharp. My first attempt: With this attempt I thought to pull apart the edges on the soft edge, so they diverge away from the hard edge and minimize the issue. The topology: The Issue is that I still get a…
I am trying to create perpendicular edges partway through a square-ish shape. I want one edge to be soft, and the other sharp. My first attempt: With this attempt I thought to pull apart the edges on the soft edge, so they diverge away from the hard edge and minimize the issue. The topology: The Issue is that I still get a…