I really wanted to like Modo. I tried it for a month and was so frustrated. I came back again about a week ago with an open mind and really tried to get into it but the "Modo way" just isn't clicking with me. Some of the most basic stuff in the program frustrates me to no end. Like, why can't my models wireframe be at…
One last update for the night. The barrel front area now has a normal map. A big part of my workflow has been unwrapping the uvs in a way to have seams at the edges of corners which can make some edges look a bit sharp depending on the light direction. The area that stands out the most is the front bottom edge of the piece…
That covers UV splits but not hard edge splits like eltarbos mentions. It's been a long day and I'm having trouble thinking this one through fully. Also, what maya version? Looks like polyEvaluate got buffed in 2018. -uvEdgePairs(uep) would be handy here at least. (how do i escape this textual hell?) I think a script for…
I am using fbx to export meshes with soft and hard edges, and with the smoothing groups option checked for the fbx plugin when exporting, and it's doing a good job in converting the normals to smothing groups in Max. But I remeber that if you had a mesh in maya that used the average normals technique and not the soft/hard…
well, I came up with a workaround if someone is interested, but still, would like to hear how other people would go about doing it! so what I did was: 1. use mask pen with radial sym 2. extract the resulting mask 3. polish by features to clean any jagged edges 4. zremesh by half a few times - turn on keep polygroups 5.…
Could it be that you have hard edges without splitting the uv map? By continuous single uv island and the many smoothing groups on the Lp it looks like it. You should split the uv map everytime you split smoothing groups, i.e. you have a hard edge. (The opposite isn't true). So for this case I'd say split the uv map at…
I would probably do something like that with Shadowbox. Apply this image to the box and mask out the shape. Then mask the other side of the shadowbox the max thickness of the ax blade. Then I would take something like the Clay brush and Hpolish with Y(?) symmetry on to carve out the bevel. To prevent overlapping faces on…
The problem are the support lines. Your corner consists of four edges, but only two go all around the cylinder, this creates a pinch. I would extend all horizontal edges around the cylinder and would see if I can also put the vertical edges the whole way down. This will probably create some pinch in the cylinder, too, but…
1.2.0 Features * Distribute per cluster or per face * Over 150 free brushes * Mirroring options * Auto scaling to fit within selected faces * Multi-Select support in browser * Improved conform to curved surfaces * Respects modifiers like Turbosmooth in the stack * Supports undo and redo * Relax edge support for connected…
Ok, it's now time to low poly and baking ! My goal for the low poly is something like 60 000 triangles. This is the tender and the locomotive body with uv's and wireframe. Each UV set is a 4096 at the moment. I planned two other uv sets: one for detached pieces and an other one for the control pannel. Finaly I will use 2…