The helmet model changes its shape because the smoothing algorithm in zbrush (and any other 3d App) tries to change a linear shape into a curve by adding one or more edges between two edges. To keep hard edges you have to add extra edges parallel near to the original edge. A good tutorial which explains this principle of…
you might want to add a tiny little chamfer on the rubber band on it's edge because in rendering you actually never see edges so chamfering them makes it actually visible as a edge. It's one of these things about 3d that one can quickly forget becuase for us an edge is an edge - and if we were to draw an edge we would draw…
The default Max chamfer uses the adjacent edges as directional influence. If you chamfer with those extra edges there, it's going to split along both edges like that. You can either deal with it and just collapse the two edges it made with the new triangles, use obliviboy's custom script, or you can remove the two edges…
Erm, I think you can use one single neutral gray stucco material colored from vertices. The statement that you'll need to separate stuff into multiple meshes to use vertex colors is incorrect. If you don't want wall vertices to influence the color of e.g. walls or a ceiling, which should retain the original look of their…
You mention you could stitch some uv's here and there - but that sounds like you aren't aware of the fact that it'll affect your shading, which of course goes on to effect your bakes and normal maps, lods etc. etc. Yes, you could run a uv -> hard edge script, but that means there could be some UVs that you stitched…
Ok, I guess I'll try and remake everything tomorrow then. However, I'll just show you the results of trying out various combinations of using beveling/not using beveling and using the hard edge UV trick, and the bakes I got out of Substance Painter as a result. First, I tried No Bevels and No Hard Edge trick Then, I tried…
"Without it, dark edges around the hole were visible on the normal map." Just for the record, the normal map should show color changes (if there is smoothing to counteract). Obviously, it has an easier job when the smoothing is more uniform. The mesh you use for baking (generally) should be the mesh you export, at least in…
[EDIT]I figured it out, but left the post for humor... Solution at end of post:[/EDIT] Hi all. This morning I started up Maya, made a cylinder used F10 to get into edge select mode, tried to grab an edge but noticed that all of a sudden Maya is behaving strangely. I have pre-selection highlight active and when I hover the…
I really want to like using the crease tool for my sub-div modeling, but sometimes it is challenging to get it right. The right shape of the following image is the base model. the left shape was achieved by using edge loops. The left shape with the edge loops is the look that I'm trying to achieve using creasing, and maybe…
Hi jvstudebaker, Pretty interesting take on alien eggs :) . Couple of things I noticed: If you're going to keep the spikes and the strap things they're attached too, make some slight variations with them. They look way too mechanical to be something organic. The material of the strap things (sorry, I don't know what else…