hard to explain with words so heres a picture instead: so basically i have some creases which are too bold, and i want to reduce them height-wise without losing the sharp cavity in the middle. so how do i do diz
Hey I was experimenting with putting in sprite sheet textures on basic geometry in Maya 2017, but the results kept coming out blurry as seen in the picture below. Is there a way to keep the pixels looking sharp as they would look in Photoshop? Like how they look in the bottom right of the picture? Cheers
Hi everyone, I can't figure out how to make sharp edges with Turbosmooth, like in this example. I have used supporting lines. Is it the only way to detach the upper geometry in order to have a straight edge? Here is the desired result (from another area of the model)
the sword edge. where it's sharp. Look at most of DOTA weapons are brighter where they are sharp. Regarding the runes, do whatever you want as long as it's consistent with your design idea and Dota's style. I'm just saying that they are too small.
In blender you have to use "Mark Sharp" to control the smoothing group, you also have to select edges instead of faces. I had to add a Weighted Normal modifier to achieve this result, notice that keep sharp is checked on the modifier.