Here is an image of the imported model in Zbrush and how it looks in Maya when I imported it over. The edges are all hard and the rest is smooth. I still don't know why it's coming into Zbrush this way.
I have some game objects I need to shift cleanly from max 7 to maya 6. I am currently using the .obj exporter, but the smoothing groups are not saved regardless of settings. Anyone know a better way to do this? FBX maybe?
I am using maya to model. So any tips on maya helps better. Specifically, I am having a real hard time struggling with creating smooth clean curved surface without lumpy / pinching areas. Was it the topologies? or some tools to fix this? Here is the concept and the 3D blockout. Thanks.
Hello guys! I want to make a script that select faces with no SG on selected Editable poly objects and and then perform auto smooth for those faces.For the start I tried to get an array of faces with polyop.getFaceSmoothGroup but it gives me a bunch of errors in Listener. Hope you can give me advise how to accomplish that!
Hey there, I was working on a mjolnir hammer for my University summer project and my tutor said it'd be fun to try and put it in Skyrim, but when I was importing the asset in, I noticed that outside Maya and Marmoset, the object looked as if it had smoothed normals in places where it didn't. Just to make sure I went back…
Hi Love the reflection in unity 5 and the normal map interpretation, but am having trouble getting good results with the standard shader specular workflow. I can put my gloss map in the alpha channel of my specular map and it works but only the metal sections seem to come through properly, the rest of the model is dull.…
Hey guys. So I'm trying to improve in hard-surface modelling as I lack the skill. So right now, I've attempted to model a container and I've basically finished the model but now I'm onto the smoothing part which I just can't get right. Can you guys give me any tips on how to deal with this please ? I'm starting with the…
I can't find a proper edge flow to make this all smooth without Ngons. I want to keep a slightly hardened edge without the pinching seen in the top half of the image
Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
Do anybody have any tips or tricks on how to keep curved surfaces smooth when doing sub-d modelling? I just started my first sub-d car but i get in trouble when i add too many edge loops that i need for detail, i start to move one and then another and suddenly it has lost its shape. Any tips and tricks anybody would like…