Every time i make a normal map for my low poly usb model, one of the uv shells always has jagged edges. I don't think it's a hard/soft edge problem because no matter what i do (make the model all soft edges, make the model all hard edges, split uvs along hard edges, create uv seams along hard edges) it doesn't solve the…
I looked today into this and I might be able to script something in maxscript that would render selected edges with aliasing, so the lines would not be smooth just like a regular UV screen grab in max. I found some script snippets that select hard edges (smoothing group wise),- once those edges would be selected the script…
Hey guys, I'm a Maya user and recently I've started using 3DS Max, so when I found out about smoothing groups I was okay, because in my head all that it was doing was adding hard edges between each smoothing group and soft edges on the same smoothing group. My surprise was when I tried to export a model to Maya, the…
In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible…
I have this triangle that is floating in my mesh that has no selectable face and i can't delete by selecting it's points or edges. Maya gives me an error but it's a little over my head. I tried the cleanup option but it didn't do anything. below is the error Warning: polySewEdge5 (Poly Sew Edge Node): No edges were merged,…
Hi! Opening the Painter project, what I see is different than what you shared in your initial post, so I suppose the original post is outdated? Since I don't have a Max license, I can't check the highpoly or rebake. Exported the lowpoly from Painter, some notes looking at the low poly mesh: - there are hard edges without…
Greetings to all! I'm kinda new to the whole subdivision modelling thing. I've spent a lot of time going through a ton of tutorials online and modelling up nearly every shape I consider interesting. I've also gone through the entire "model dem shapes" thread posted here, which thus far has been an amazing learning…
hey, just a quick question regarding open edges... When I ran my STL check on my high poly model, all my errors were open edges. Firstly I wanted to ask - why are open edges an issue? And secondly, I wondered if it is acceptable to have open edges on floaters. I found with some of my floaters, leaving the edges open helped…
I'm not sure which vertices you are referring to since none are selected, so I'm going to assume you want to close the hole in your mesh. You can use a couple of different methods (among many) to close up a hole like that. Edit Mesh > Append to Polygon tool will draw in a polygon between edges but may produce ngons if you…
So do you want each edge to be its own curve then? CreateCurveFromPoly will try to combine adjacent edges if the curve is possible and ignore the remainder. The following code will generate one curve per edge but will not attempt to combine adjacent edges: {string $edges[] = `ls -sl`;$edges = `filterExpand -sm 32`;for…