You also have to make sure, when you're adding verts to existing edges, that the edge is highlighted when you have the cursor over it (it can sometimes be a tad delayed and hard to see IMO). Otherwise, even if you think you're on the edge, there's a chances are you're just a little bit off; the new vert wont be connected…
I've an issue like this before (many of times). It's usually when you try and stitch an edge which hasn't got another edge to stitch too. - hope that makes sense. So in the unwrap editor, if you select an edge and another edge in the editor turns blue, it's able to be stitched together. However if another edge doesn't turn…
Hope you answered your own question. You're right though I do use constrain edge a lot. It's in most versions of max I believe. I am using 2013 in this video. You will see a lot of double clicking edges to select edge loop, and then moving them using constrain edge. The same with selection a few verts and scaling or…
So far, for the room modelling brief, I have managed to create a table. It took me around 3 or so hours because I have never used maya 2022 before, and have little modelling experience. The first time I modelled, I sculpted in Blender. It has been interesting learning the specific techniques needed to make it. I have…
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-79763ED5-E7BD-408B-937B-92743EDDF57A-htm.html#WS17956D7ADBC6E7365144B89E117AE334916-7FE0 https://www.youtube.com/watch?v=qGJ7DcB-Rh0 Anyone know any opensource tool that can do this? I have looked up and down for a…
This thread talks about it. I would like to figure out how to calculate in Maya the number of vertices that an object will have when imported into Unreal. https://polycount.com/discussion/191096/is-it-possible-to-show-vert-count-in-maya-the-same-way-unreal-does/p1#Form_Comment In that thread, @throttlekitty says: "I think…
if you've got smoothing groups set up(hard edges) baking with an offset instead of a cage will result in missed detail at the edges, as the hard edges are "broken" during the back process and expand independently. Using cage means that your hard edges will all be welded and seamless instead. This would result in some…
If you have a tiling texture like this as a smaller section of a larger texture, you need to add wrapped padding pixels. The reason you need to do this is linear interpolation. Imagine a horizontal row of pixels in a seamless, tiled image: 5 6 7 6 When they wrap, the edge pixels look nice and wrap consistently: 5 6 7 6 5 6…
Dropping my 2 cents to the pile... Since you're coming from 3ds Max, this document might be useful: http://www.alias.com/eng/support/maya/knowledgebase/wp/3dmax_to_maya.pdf It lists some common terms and keyboard shortcuts for both Maya and Max, so you can compare and see the differences. I think Maya is very intuitive…
Coming along nicely. Some parts look great, others seem a bit lazy. E.g. the dirt on the wood is too uniform and the wood grain and dirt is also continuing through elements that would normally be built from separat pieces like the base or the stairs and the grain has unexpected directions. Inner and outer edges could use…