Actually, the functionality isn't quite the same. In textools it simply sets each uv island to its own smoothing group. When I run my script in Maya, it sets every uv border edge too hard. This may seem like the same thing but its not, with the Maya type you actually get more hard edges. Think of a box with its back face…
The edges have to be open. If you have an edge that has a polygon on one side and nothing on the other side then you can bridge. When you come up against problems like a tool not working, Googling e.g. "3DS Max Bridge" will give you pages and video tutorials teaching you how it works properly. It's a great skill to have…
one could determine convex and concave areas and at the highest contrast (e.g a edge) it could then apply a edge marking. But even modern pelt mapping can be quite easy - just loop select the seams and then hit the pelt / relax button. Even in zBrush that would be more efficient and not really that much work to do. So…
Not sure if this is the cause of the problem, but here's the rationale behind why it might be... How blendshaping works is that the blendshape node matches the list of the corresponding vertex (or points) of the blendshape and the target. How they find their "partner" points is through the name of the vertices. Every…
@stahlwart Well done! One small suggestion—some edges could use a bit of edge highlights to enhance the sense of depth. Especially on the inside of the telescope cap, where the shadows seem to blend together a bit.
I once used a script that transferred the selected edges and maya to photoshop, creating a ready-made normal map with rounded edges. Has anyone seen anything like this? (I tried Quixel Suite/nDo, but they didn't give me what I needed...)
All shading issues could be fixed with explicit vertex normals. By projecting them from hi res mesh and face weighting . Sometimes hard edge could be an easy solution indeed. But since hard edges double vertex count in many cases, including this one IMO, it's possible to just have not 90 deg face bend but rather 60deg and…
Do you mean apply symmetry, and collapse the stack to make it one object? e.g. on the handle and body Sorry I meant symmetry, I know they are not interchangeable my apologies. Part of the reason I was hesitant to remove the loops around the grips is because my first pass at the low poly body was so low on tri count you…
Wires and UV layout Note: This light post is also included in the UV layout (purple). It's also packed a little tighter than I normally would, but the scene its for we're not concerned about mip-map edge bleeding. Jason: I even broke apart the object and randomly colored the wires, now that's love! OC: Cool, I'm glad it…
The water is a nice addition, but it does seem too pure for a dungeon. Try adding a brownish semi-transparent texture, You can also increase the transparency near the edges to give a feeling of increasing depth towards the center. The edges also seem fairly regular, although that might just be an optical illusion. There…