new one. big request and if you have an answer ill love you forever. is there any way to rotate or scale along edges, similar to max's edge constraint? some thoughts before i get an answer from you.. holding C for curve constraints, slide edge tool, and "set to edge" in the move option are all things that are nice.. but…
I'm not super experienced with this type of work but TexTools has a pretty nice render "worn edge" map as well as a hard edge map derived from smoothing group splits. Might be worth checking out. A super (sl)easy way I make worn edges in PS is using the hard round brush just quick and dirty paint the edges then run the…
You softened the edges of the lowpoly target and rebaked. Then applied the newly baked to a lowpoly version with the same softened edges? Or did you just soften the edges on the model which is going to be using the normal map? Because when you say "I tried softening all my edges in Maya..." sounds to me like you are just…
Hi, I am a junior 3d artist, working in games. A lot of the work I do now revolves around making characters and therefore, clothing too. Some questions I just can't seem to find an answer to, need someone to point me in the right direction. 1. Should my model be a single object - I was told it's easier for the rigger this…
Hi, so after reading EarthQuakes post on making sense of hard edges, uvs, normal maps, vertex counts & Understanding averaged normals and ray projection/Who put waviness in my normal map? I decided to re-bake a normal map of model I created some time ago but never managed to get good baking results. The thing is I use Maya…
Hey dear quixel'er, does anybody have a good suggestion how to deal with hard surfaces with sharp edges? Assume I have a simple shape like a cylinder with 5 coners (see attachment) and I want to generate some kind of dulled metal texture with dDo. As you may imagine that such object has no useful normal maps. Sharp edges…
Ah i see, lowpoly looks nice. When i say smooth edges i mean how the normal maps have baked onto you 90 degree edges. The normals make the edges look smooth and rounded, i can never seem to do that, as there is always a line or something on the edge, any chance i could see the UV's? As this is probably what affects this :P…
@rollin - Thanks.The concept is of Michael See.Yeah I get your point.Thanks for the feedback. :) @Killswitch - thanks man. Yeah you are doing it right.Well the trick behind that is to make sure your base mesh(the one having no turbosmooth/meshsmooth on it) has a good distance between the chamfered edges if the edges are…
also , you can just bevel the edge instead of going ape shit with smoothing groups, the additional cost is not very much, considering when you make an edge "hard" you are essentially adding duplicate of verts on the hard edge. its not going to tell you in max or maya you have more verts when you make an edge hard, but its…