Hello. I'm having hard times with hard surface modelling. At the picture, thick edges need to be preserved when smoothing, so I added extra loops. The problem is that I don't know how to resolve the upper intersection neatly. Currently there is a little pinching. Any ideas?
Can anyone script a little readout that displays the length of the currently selected edge? This would be useful for checking corner sharpness on sub-d models.
Hi! Looking good already. Perhaps some straight lines could be broken up and sharp edges beveled. Then possibly some break up and variance on large, unform areas, here cabinet and beams. If would like to push it further, I think another 'personality pass' would be good. For example: the favorite pillow is patched.…
What's the preferred method for achieving good wall edge/corner detail now? I was watching some Hitman 2 gameplay and they do a great job with their wall corners.. I was thinking maybe a floating mesh baked from high poly, with color added in the material?
OK, here is what's been giving me a headache: I like to transfer geometry between ZBrush and MODO and make great use of creases and Dynamic Subdiv in ZBrush to keep my geometry nice and clean. I know that OBJ doesn't retain creasing information, so I use FBX as an exchange format. However, it seems that I'm only able to…
Hi all. I was wondering if there was a way to unify the length of all selected edges in the screenshot in maya 2018. Maybe there is a script capable of doing that? Google didnt tell me much.
Hey-yall. Recently our studio has be cranking on particle fx- and a big part of that has been making fx sheets. Something that would help out our mipping greatly is the ability to pad the pixels on the alpha mapped edges with pixels of the same color. anyone know anything?
Hi guys, I might have dream that but I was pretty sure there was a way to turn edges on a object automatically with 3DS instead of having to do it by hand. Any help ? Thanks ! :o )