Awesome, cheers for the heads up Rick. I hope they get the chance to make the loop/ring select features work when hovering over an edge in Multi select mode... at the moment it works without selecting in edge mode, but not in multi mode...
Cage generation can sometimes be unreliable with very extreme (ie: over 90 degrees) changes in angle. A few things you can try: Use a custom cage Bevel the sharpest edges to soften the transition Slope the 90 degree edges slightly
ok so i'm making the switch to 2008 and having a few issues. #1. My uvw editor wont display any edges. Maybe this is a max thing from the past but I have never seen it. All I see are the border edges. Nothing inside. Any ideas? More posts and questions to come.
here is the picture. The mesh was created in MAX (without sub-divisions). Then I brought it into Maya to bake normals, but after I applied smoothing, something weird happened. It seems that pinching appears only if there is a vertex on open edge. Now the question is - do I have to close all my open edges, or? thanks!
General crits welcome. For the leg shieldings i was wondering how i could round the edges without using chamfer, i saw on swizzles pawn on the turrets there are some raised plates, the edges were nicely rounded. http://boards.polycount.net/showthread.php?t=68954 Hows is this achieved? was it possibly created from a beveled…
I tried to find the solution via searching, but I've had no luck. What would cause the cut tool to only detect border edges and vertices? It identifies them as I hover over them, but doesn't do so for vertices and edges withing such borders. I'm modeling a face and am trying to create a new strip of vertices.
hey ho is there another way of fixing normal mapping projection warps then using a cage or adding support edges at harsh edges? (smoothing groups are not an option in this case because of the lost data between the split normal vectors) I'm thinking about some baker function... something that interpolates between the…
Hello Everyone, I started working on a low poly UH-1 Huey. I would just like some pointers or any advice you can give on the model and how is the best way to texture something like that. I start most of my textures by giving highlights to edges and thing but this machines lacks a lot of those edges.
Started work on the sheath. You may be asking how the hell the sword slides into this thing. Well, the top edge is open along most of it's length, except near the tip. The bottom edge is connected (sewed closed) along it's entire length.
Your topology is still really inconsistent, lots of "wasted" edges. Why the ring around each hole? Why continue loops through flat areas? Curved details on top area have way more edges than curves below. Etc.