Edge then, my bad. I knew that. I've known it for years. I don't know why in the hell I had a brain fart and didn't call it "edge". I know exactly what an edge ring is vs. an edge loop. My loop select shortcut in Max (a double left mouse click) works just fine. It's the ring select which is a shift/click that's not…
@Obscura yeah chamfer is good, I experiment with it and see no visual issue (I also saw your post on that). But: - Things got weird if you only chamfer some of the edges? For FWN to work I end up having to add support edges to "protect" non-chamfered edges. - How to properly handle intersection where more than 3 edges…
what are you export settings like in blender? when i export a LP i choose .OBJ (Selection only, include egdes, smoothing groups, include normals, include uv's) and i de-select apply modifiers so that sharp edges get written as smoothing groups.
Hi there. Thank you for your feedback. I did consider mirroring the to sides of the blade but there was a baking error. I actually want the edge where the side transitions into the back of the blade to be seen as a soft edge instead of a sharp edge as seen below This meant that I had to make the set of polygons as circled…
The models looking good, you're making nice progress! The topology generally looks good, but there's a few bits you could change to get better edge flow for deformation. A reference I find quite useful is Brian Tindalls website, his body and face mesh is really clean and with good edge flow. Your torso looks good, the only…
I see problems similar to this with a lot of people starting out in Maya. It's often a result of extruding border edges and not paying attention to the direction that the face normals are pointed, resulting in meshes that are half correct, and half inside out. A common mistake for beginners is to extrude and move an edge,…
One critique would be only use the geometry you need, instead of over doing it. Those cylinders in the most recent one you posted don't need that many sides, and are just messy. You can get the same results from a 12 sided sub-d cage instead. A couple small nitpicks would be on this one. With all that geometry pinching…
I probably should have asked what you used to bake. I just did a quick bake in Knald and it seemed the bake worked perfectly fine. So it would seem like your bake was the issue. If its the bake causing the problem it means your baking cage is either too small or too big probably. Knald has a slider for it but whatever…
Nice work mark, I was going to suggest collapsing the mesh towards the beavertail to save on triangles and UVW space but I see you already have =) aside from that if you can be bothered I'd take 20 minutes of your time and tweak the loops on the high poly cage, many of your edges look too sharp. Not just in terms of…
1. Yeah, check the options box for whatever mapping you're using ( I assume you're referring to planar / box / automatic mapping of some sort - in the options it should have a setting for "create new UV set", turn that off to make it use the existing UV set). 2. Yep, check the Preferences, it's in there somewhere. Probably…