1. redo your UVs (right now your using < 50%) 2. check your AA settings in xNormal (set to 4x) 3. try not putting your supportive edge loops so close together. In Maya, if you put them to close together to get rid of gradient-- it almost act like a hard edge. As stated in other threads... ALL hard edges must also be border…
Apologies for answering for him, but the pinching result happens with it being tris on a concave/convex/non-flat surface. It doesn't generally happen if you have quads in the same situation. If you have a pole being all tris, it generally gives that unwanted pinching affect (if the surface isn't flat). If you have all…
Hey, these are great. The wall edges of the cathedral and the edges of the bridge seem... warbly. I don't know the word for it, but it seems the edges aren't straight and are kinda wavy, which doesn't make the structure read as architecturally believable. The upper left window area closest to the viewer is the best example…
Split the rings first so you have two centre loops to base the offset edge loop tool on. That way, both new loops will be relative to a centre edge and properly spaced. But actually if you meant how do you get all the different loops to be exactly the same distance from the edge, go into the history and expand…
Yeah that's quite weird how it varies from one system to the other. A friend got it to work on dualview and there is no way do to this on my machine. On a similar note I don't have the edge problems you are running into, Ruz - I was actually quite pleasantely surprised last time I painted over edges ala arm/torso…
been meaning to clean a multi pipe for orientation fer years, however all mah macros werk fine and keep me lazy. till that day... hope dis helps: cly_oriental.mel previews ( ps. use freeze transform or world space for default orientation reset ) //for a single edge selection whose orientation iz desiredglobal proc…
I'm currently struggling with trying to eliminate seams on my object. I understand normal map theory; UV islands where I have hard edges/different smoothing group, around 16 edge padding for a 2K texture. My cage is averaged. I also straightened my UV edges. I baked in Xnormal and displaying in MT2. Tangent space is set to…
Hello, I have recently been having an issue when baking in Substance Painter. I have been making edge damage in Zbrush on models that were originally low poly in Maya and then in Zbrush I divided the model and did edge wear on it. I then tried to bake the Uv's low poly and high poly in Substance and I get this, and on…
hey so decided to pick up max again after giving up on it a while back and already im loving several tools and missing others. first 2 questions. 1. is there a way to get the max extrude tool to mimic maya's extrude tool. ive tried extruding the edge of a hole outward while maintaining the hole. in maya it would just pull…
Hi guys. Trying to understand a few things. I'm making a pretty in depth spaceship model and trying to figure out how to go about modeling it. All the spaceship game models I've looked at, a lot of the low poly meshes have small bevels on the edges. My question is, why bevel these edges if you're just baking down a high…