Hello there, this is something that I've been trying to resolve for a few days now, and I thought that maybe it's time to ask someone else for help since I don't seem to make progress on that matter from my research. First and foremost: I'm using - Blender 2.82 for 3D Modelling, UV mapping, and Exporting - Collada as file…
Im trying to get some pretty clean UV's but I've already beveled the edges and made them pretty high poly but I haven't done any UV's for them and im starting to wonder if I should have done all the UV's before I beveled all the edges.
I've recently started using 3ds max so im complete noob to this. When i click on Turn Edge on, the dash line don't appear for me : / what i'm i doing wrong? http://i.imgur.com/8IvLx.jpg
Hello, based on another post I made about the topic it was suggested to post about some rocks I created for the latest game I worked on. The game follows a semi stylised art direction which took a lot of trial and error to reach the result we have today. Here is a quick breakdown of the process I put in place. 1. Sculpting…
Hi Guys, Im looking for a way to export the hard and soft edge information from maya into modo. The obj and fbx plugins have their limits. Im usind maya 2008 and the latest modo. If anyone could help... Cheers
This is a problem I've been having for a while with substance painter. Whenever I export the texture files, they always come out a pixel or two too small, which creates black edges along the UV seams as seen here: c0BRDbB Here is the texture file for reference: BHDOX6Q Because of how substance creates its texture files,…
0I'm trying to figure out how to do it, I only neeed the angle from the X-Y axis between one segment and the next one. I checked out some other similar questions, but none of the ones I found were about curve segments. When I ask to chat GPT it gives me this formula, and I interpret it like that. The problem is the results…
Hello. Using support loops, or face weighted normals would allow you to do easy and simple edge detection. Alternatively, you could just mark the edges with vertex colors, and use some noise texture in the material together with the vertex colors to apply edge wear. I made some experiments with these earlier, they all…
So, after finishing some freelance work, I wanted to do a nice relaxing project. Nothing too big, yet something to learn from. I gave 3Point Shader another try and really put much time on the texturing and shading part. And yeah, the 3Point Shader helped me getting a result I´m quite happy with. It´s the Demon Edge Sword…
Hi, I'm playing around with tesselation shaders in Unity 2020.3. I stumbled upon a problem - when I apply tesselation to i.e. cube, there are gaps on the edges of the mesh. Is there anything I can do to fix that ? I was thinking that maybe my UV layout is wrong.