Hi! Props for attaching files :-B Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where…
Hey guys, i am trying to make this brick wall and i am in need of a little help. http://imgur.com/2ImTEnX I am unsure how to clean up the edges of this model. I was thinking of decals but i am unsure how to go by doing it. Thanks
I just finished Mirror's Edge and have found myself hooked on the time trial mode. I am not claiming to be a master at it or anything (far from it), but if anyone else is into the time trial mode and interested in comparing times and trading ghosts add me to your friends: "SpineRazor"
Hey, I'm having an issue with what I believe is my edge-flow. I just wanted to run it by a few people to see what they thought. The issue should be pretty clear from the image, but just in case, it's the shadow/line across the face of the mesh. Thanks guys :) Stevie
Hey to all, I was wondering if anyone knew a good way to extract the hard information in Photoshop from a Normal map and process to create cheap and hacky ways a fillet an edge? Cheers!
I've once again found myself confused by Max. For whatever reason, I used to be able to hit Ctrl+Shift+R and it would remove both the edge and it's vertices, but now that no longer works. I searched the key bindings high and low and couldn't find anything to change it back. If I hold ctrl and CLICK remove, it works, but…
Hi friends, I have a question, in Maya there are a special option in OpenSubdiv controls named UV boundary smoothing how i can to select the "preserve Edges" like a python command to make a transfer attribute for some objects. if anybody could help me thank you so much.cheers
it looks nice man, but are you truly satisfied ? it feels like you are not making an visual improvement or trying anything new for yourself. I know im the bummer here again, but you are doing the exact same thing again with the very same slightly stilized edges on low smoothing subdivison , with the same…