ya i use 2 main scripts with my lowpoly the first is for make all my UV edges hard string $objList[] = `ls -sl -o`;string $uvBorder[];string $edgeUVs[];string $finalBorder[];for ($subObj in $objList) {select -r $subObj;polyNormalPerVertex -ufn true;polySoftEdge -a 180 -ch 1 $subObj;select -r…
Hey Passerby, is this script public, integrated into maya, or something personal you created? I would like to mess around with it. As my understanding of editing vertex normals stands now its basically limited to....
Here you can use this cool script which allows you to tweak your hard edges vertex normals and get something between smooth edged and hard edged. Works great to reduce the distortion on your normal map bakes. http://www.castorlee.com/maya-tools/vertex-normal-control I tried it with UDK and it gave me the exact same results…
Problems Solved. I ended up using a beveled Low Poly Cube with Support Loops to create even normals on the flat surfaces. Turns out I had one setting wrong in my Maya Transfer Maps tool. I had it set to "Surface Normals" Now I'm just wondering if I am stuck with the support loops causing extra geometry on my low poly cube.…
And Since there are so many Maya Users in this thread, I found this script on the forums the other day. Forgot who made it, but I give him props. It automatically hardens UV border edges, and softens the rest. string $objList[] = `ls -sl -o`; string $uvBorder[]; string $edgeUVs[]; string $finalBorder[]; for ($subObj in…
don't really see how it defeats the purpose, since it is a very small amount of additional geometry, which allows me to not have to spilt my uv's in as many places, so fewer hard edges with spilt verts. it's vert count is only slightly higher, and im actually using those extra verts, to give a better silhouette. and…