Hey ive been wondering. i set a hotkey for set flow in max 2012, and when i try to do this with an edge i get a maxscript error, saying "Setflow wanted 1, got 2" i imagine because its trying to do this for vertices when edges is selected do i have to set a separate hotkey for set flow for edges?
Hey guys After modelling for a while I really find the need for a shortcut that bridges edges and connects vertices. Basically I use space to create an edge between two vertices and wanted to have the same key bridge two edges, Is this possible or is there any other solutions to this? I know It might be basic but I…
Yeah essentially. You could probably just work out the plane that the edge is along and move the whole edge loop to the new distance but yeah that's not really something Max is designed to do. Why do you need to insert an edge loop precisely 3cm away from that one?
Awesome stuff. The one thing that catches my eye is the hard edges. My eye picks up on too many hard edges. I would look at your props more and see what can be done between the geometry or the textures to break those hard edges up.
Man, yea. Maya's triangulation bewilders me sometimes. Max seems to try to give each vertex the same amount of edges. In Maya, its triangulation will give 1 vertex 8 edges and the one next to it 4 edges. It can really mess with baking from time to time.
I notice your cube hasn't got enough edges to support the boolean, try few edge connects and perform it again. As you can see, the first 'success' hole has an edge connecting it. Usually 12 sided is enough to make perfect circle when you subdivide it.
If you're using Maya, you can use the Crease tool on your hard edges and then use the Go-Z plugin to move it into Zbrush. This will retain those hard edges when you subdivide the mesh. This way you don't have to mess around with multiple hard edge loops.
have a look how others are controlling their hard edges with two loops either side of the corner edge, this gives you a much cleaner mesh and better control. it also gives you completely flat areas where you need them, with a chamfered edge there is always a slight billowing
@vlad515 Hey :) I think the poly count is still quite high for a game asset. Instead of beveling all edges, you can have the bevels in the normal map. Details that are not relevant for silhouette (screws/bolts, panel gaps) can also be baked into the texture - this requires sufficient texel density. You can put the geometry…