Is there any way to easily select edge loops on your model while in the max unwrap UVW window? this would really speed up my workflow! i really wish the selection controls were the same in unwrap UVW as they are in edit poly. Also is there a way to weld a group of vertexes in the unwrapwindow just like the weld button in…
Hi, Im doing a retop thing based from a dynamesh mesh in MAX but I have these cylinder type things. My question would i need to make everything flow into one mesh in that case I would need to make much more edge-loops on my Cylinder and also my base-model so I can stich all the verts together so it connects. Or can just…
My edge decals aren't matching the color of the material underneath. Its set up using Deferred Decal, Translucent, Default Lit. It looks ok and correct with certain light hitting it, but most of the time it looks like this and is always darker than the material its sitting on top of. Using UE4 and have deferred decals…
So since last night, after not changing anything in particular all of my masks started getting highlighted around the edges of the map, Can't really wrap my head around it as I didn't change anything in the normal map but at the same time if i use another normal map this doesn't happen, also no matter how i collapse the…
so i just baked my textures out for substance and everyone was great as usual, except for one the AO map, for some reason i dont know there is white lines on my AO from the mesh edges, the smoothing groups are fine as all the other bakes worked great, ive never seen this issue on an AO before AO OFF AO ON
Is there a way in maya 2022 to distribute verts along its edge? I tried "ZenTools" but this seems outdated for Maya2022 Is there maybe a native way of doing that? or another plugin/script for that?
does such a script exist for max? I could n't find anything on script spot, but might have missed it. so yeah I want all the internal edges on a mesh to face the same direction(this improves the look of smoothing of certain types of meshes)
I'd like to know the right way to get rounded edges on my lowpoly asset through the baking of my highpoly in Substance Painter. This is what it looks baked, not good.