Hello everybody! I've spent some time working on an anime stylized project, where I used an Arnold's toon shader. I wrote this article to not forget how to set up the toon shader next time and maybe help someone else if they struggle with the same thing. Will really appreciate your feedback on my setup! Maybe there was a…
I think OP meant what zbrush calls "creases" probably. A way to turn hard edges to zbrush creases so hard edge would stay hard when you hit "divide" button. It's possible to do if you apply a separate material to each smooth group in your 3d soft and zbrush would import it as fbx polygroups. Then its "creasePG" button in…
Hey everyone, I struggle to understand how to best approach UV-unwrapping/baking the normal maps for these rocks. I'm using Maya > Substance Painter > Unreal pipeline. There are visible seams in the normals in UE and I don't really get how I'm supposed to prevent them. All edges in the Maya meshes are soft using Soften…
Hi I got a question the other day about max. "how do i make a hard edge in Max" You got several choices really: - Smoothing groups - Detatch to element - Split What i found quite odd was that in Maya you would just have to select the edge and normals>Harden edge. Wouldn't that be great if it was like that in Max as well?…
Hey, I've been searching through some of these threads for a solution, and whilst i've found some variation of the issue i'm having trouble getting my head around the answers given. At the moment, I have a .mcr container script that look like this: /* Load .ms files */fileIn "fn01_backfaceToggle.ms"fileIn…
I made my reference normal map by baking down a beveled cube. Of course for UE4 you'll need to pick from the top side for the bottom normals and the bottom side for the top normals. It works 100% correctly with 90 degree angle hard edges only--otherwise you'll get a slightly wrong result if you use e.g. 70 degree hard…
Hi, your hard surface workflow is obsolete, now artists use the rounded edge shader (aka bevel shader) of Blender Cycles 2.79.1+ (free) or Modo, VRay, Houdini and Redshift because it works with every topology so you can use substract booleans modifiers everywhere and it works great with text too. The meshes gets rounded…
if you want to put in multiple edge loops use the insert edge loop tool. it works like max's swiftloop but in the options you can enter in multiple subdivisions (up to 10 i believe). though there is no way to pinch or slide them like in max. SOMETIMES if i place down 2 edge loops using that method and then switch to the…
I'm not sure what you mean by pinching exactly but I have some general knowledge about the subdivision workflow you seem to be using. Subdivision wants to smooth everything out by placing new edges mathematically in the middle of the edges that are already there, and by moving the edges you have already placed to create a…
Version Edit: Script should work now w/o any editing._ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ I've been working on a script for rapidly selecting every n edge, and would like to get some feedback and suggestions on the script itself, and its potential future features. I would like to both gauge its…