Thank you :) The cracks are all modeled by hand with simple cut in edges. There is no sculpting involved and i don´t want to sculpt or use highpoly meshes for this challenge. On all the "hard edges" of the closer buildings i added a bevel to give that nice round edge. Then i manipulated the normals of the edges by hand to…
v is snap to vert x is snap to grid c is snap to curve / edge if you select your vert and then mouse over the edge you want, press and hold c, and click / hold mmb you it should snap along that edge and you can slide it around the edge, its a bit tricky to get the hang of.
@Gannon textures look very nice! Is the roof a unique mesh? @exitshadow Wireframe looks cool! Will you keep all the gratings for the lowpoly? I imagine all those faces would amount to some noticeable texture space. Looking forward to your updates! Gave the projector a shot with the goal to experiment a bit with mid-poly…
I have begun to rebuild the main body, question about the edges, I tried making an edge similar to the one posted above but I ran into this issue. The edges around the front, side and top panel meet at this juncture. This has left me with a really funky corner. right now I'm playing around with wear to add, take away, move…
That's not necessarily true. In this case the bevels are just for smoothing, but a proper bake would take care of the smoothing anyway. Big rounded edges benefit from having bevels, but for a thin edge like this a hard edge + baked normal would probably look much better. Depends on the type of model, but in this case hard…
Smoothing groups don't always match UVs, nor should they. I split the UVs for every hard edge, but I don't need hard edges for every UV edge... usually I have more UV splits than I have hard edges. Anyway, smoothing groups don't help with this, since they have no knowledge of overlaps in UV space.
Great, it works, but I don't like how looks hard edges, could you tell me how set the cage and other options to bake better hard edges normals? This cube is a test to learn how bake hard edges normals maps because I created a mesh with many hard edges and I have problem to normal mapping it.
For edges and verts, it looks like these for options (can have any combination of these options except for having the middle two at "unchanged" - because nothing'll be altered then). For edge selection, it works on each edge selection, for verts it works across all selected verts at once. So, aligning between endpoints and…
I have another question, is it possible to draw a heightmap and then use an anchor point to get edge wear from the curvature map of that height map? I've been trying for 2 hours and can't figure this out. Trying to high light the edges of this heightmap, but can't figure out how. Trying to get a scratched edge material on…
You can hold ctrl + right click, go to edge ring utilities, and select to edge ring and split, this will place the split right down the center. You can also use the multiple edges option in the add edge loop tool and it will split evenly. I couldn't replicate your problem, but I too believe Maya can be quite tempermental.