Step 1. Peel and core the apples. Step 2. Slice the apples and fill the prepared shell. Step 3. In a separate bowl, mix together the sugar and nutmeg. Step 4. Sprinkle the sugar mixture on top of the apples in the shell. Step 5. Using your fingers, sprinkle a little bit of water around the edge of the crust. This will help…
Average Normals will do just what it says... it will try to average all the vertex normals within a certain tolerance (like if one is close to the direction of another, it'll average their directions so they both point the same way). Most of the time it's not what you want, it's only useful in certain specific cases (like…
Yeah, sorry, at the vertex level. I'm hoping to make a origami crane, so once several folds are made, I will have to make folds on top of those. So I've chamfered the edges that will be folded (otherwise the pages will occupy the exact same space once folded) Creating a bigger chamfer when the paper is at 2x thickness and…
Hi guys, I need some help for my Substance Baker: I did a low and a high Poly Model of a Bowie Knife in Blender and wanted to bake the details from my high to my low poly within Substance Painter. But every bake it creates some weird edges (seams or extreme ugly edges); i tried it with a all-smooth lp model and i tried it…
I recently posted some issues I had with baking normal maps and figured out how to use (I know, sad) and edit cages within Maya 2009. How much freedom is there in editing a cage, though? Is it okay to start adding edge loops and adjusting them to really get picky with where you want your rays to search? I saw you can…
im trying to find my Art style so im creating my own "base mesh" for style that will work as a model before my paint goes on. i know i like very sharp edges it feels alot easier to paint my sculpt if most of the lines are already there. However its not as crispy as i would want, and i think its very time taking to Polish…
Nice update! I'm a big proponent for using trim sheets... for trims. Not for large surfaces with tiled textures. So the cobblestone street for example is a worth using a tiled texture which is just stones alone. This gives you more variation and helps avoid repetitive patterns. Another trick to avoid repetitive patterns is…
Yes I am exporting them, at least i think i do, since i make sur I check "smoothing groups" option in the fbx export window and also the rest of the model looks fine with hard and soft edges exactly as they are in maya. I tried cleaning the model a bit and unlocking normals then i selected all edges and turned them into…
The tool you are asking for is the Offset Edge Loop (Found under Edit Mesh). It generates a loop to either side, relative or absolute, and allows you to adjust the offset value in the Channel Box/Attribute Editor. However it may not fill in or auto-complete through ngons and triangles, sort of like how you would expect the…
I did some UDK shader experimentation with the style from the game Mirror's Edge in mind. I tested the materials Indoor as well as Outdoor. All colors can be tweaked with just one texture e.g. with a greyscale concrete texture I can create a red/green/blue one with the same shadersetup. I might do a scene based on this…