Regardless, this kind of map is really useful. Be able to overlay this in photoshop with screen (or use it as a mask) can really help make your edges pop. It reminds me of xNormal's normals -> caity plugin. The problem is, however, that all the edges are coming up as white. The flat areas should be 128 grey, the convex…
Depends on the engine's alpha rendering capabilities. Most engines read alphas as hard-edged, no matter how smooth you make the edges appear in a paint program. The engines that do have alpha smoothing don't require smooth-edged alphas either, they just have different alpha rendering techniques. The only way to get softer…
John: Wrong approach, Milkshape doesn't work that way. Adding an edgeloop in MS3d consists of selecting the vertices belonging to one edge, pressing split edge, selecting the next two vertices, repeat. Because it's all tris you have to flip the resulting added edges by selecting the two adjacent triangles and selecting…
took me touching it on and off for a year i think before it really clicked for me. Though now it seems kinda simple, its basically blender geo nodes or unreal blue prints on steroids. Start simple but make something useful or fun too you. Maybe a setup where you can generate edge damage on a mesh, a simple cloth sim, or…
What approach do you recommend for modeling this while including all the vents? I'm currently using booleans, but I'm curious about how you would avoid having too many edges around the model just for the vents. Are there any helpful tutorials out there?
Hey. I wonder if anyone know if it´s possible to select a line and then "grow" the selection along the line. I know there is a grow option but that selects all edges connected to the edge you have selected, i only want to select edges that are following the original lines direction, just like the loop-button, but loop…
As shown in the attachment . (The Reference image used is for only learning purpose only ) step 1 . using shade smooth and edge split but couldn't achieve details step 2. applying subdivision modifier over the mesh is making it overall smooth loosing all the details step 3.adding edge loops to make edges sharpen but it is…
deriving masks from a coloured texture is almost always a bad idea - you can do up to 4 channels if you are able to split by channel and use alpha (I don't think painter has anything built in that supports that) . for anything beyond that you're just doing a color-pick and you'll get artefacting at edges. Either just paint…
Hey @limeforce - if you're trying to do a similar thing in mel have a look at the built in scripts that do this C:\Program Files\Autodesk\Maya2020\scripts\others\polySelectEdgesPattern.mel // Procedure Name: // polySelectEdgesPattern // // Description: // This procedure selects edge rings and loops // for selected edges.…
For smoothing groups, you can select edges that will be hard and through Edges menu (ctrl+E) select "Mark Sharp". Soft ones, you mark as "Clear Sharp". To see them as smooth groups, you apply the "Edge Split" modifier to the object. And that's all. If you export a FBX and import in Maya (I believe in Max too) your…