Easiest way would actually be select the edge rings and delete them, then extrude new ones. Sometimes going back a couple of steps is faster than fixing it. Another way would be to select the last edge ring, press 'b' in Maya and keep the soft selection close to not affect too many rings at the same time, then just use the…
Never actually messed with that "UV smooth" settings in SubD, so gonna check that for future projects. Also that "modified edges" is good tip. I applied SubD on low-poly and see that seams are not on "sharp" edge, where I assumed it would be (according to my low poly UV unwrap), but that SUB-d stretched it. Now I fixed it…
Hi! Is there a better tool to create UV snapshots than what's in Maya? I would appreciate recommendations. I'm tired of constantly closing holes by hand in Photoshop so that I can then use magic wand selection to create masks. I know I can use "anti-alias" toggle in Maya, but that's another can of worms that gives…
Potentially there could be little bit better way then just dirty "Automatic UV" and since you have hardsurface model with lots of pieces but basic shapes overall so this could work good. Process: 1. Select one piece of the model (or more) and apply under Mesh Display > Soften/Harden Edges (you want hard edges on "sharp"…
I really need to experiment more but my general thoughts are: Definitely experiment using vertex RGB for base color and the alpha for roughness. If you want to use Substance Painter and Nanite, really seems like subdivision modeling might be the way to go. Make a model that subdivides well without edges sliding around too…
Hi guys, a while ago I gave Iray in substance a try but I noticed a lot of oddity with it. Here is a test model I did - right version: smoothed edges on any edge thats less than 90 degree left version: hard edge and cut in uv so the shading can be closer to the high poly here is high poly: I brought it into Substance…
My workflow is slow and sloppy :p so I'm looking forward to learning something hopefully. I started with this thing, no idea if it actually has a name but it has screws in it. I started modelling with a single plane and moved vertices to match the silohuette of the object from the front and side views, added edge loops to…
I am very inexperienced with normal mapping and completely stuck at the moment. The problems I am having are: 1: at every seem there is a hard edge which is caused by the normal map. But in the viewport there is no seem. In the diffuse and spec map there is no seem. 2: I am getting weird artifacts which seem to be cause by…
Thanks for the references, Eric! One can definitely work on the welds more but I was mainly just forced on getting a good base. The brushes a lot of people use won't work too well in certain situations eg. grooves, crevices, edges, etc.
Triangulate your mesh from your DCC, so that it bakes in painter with the same triangulation, as it will also have the same triangulation when your import into a renderer/engine. These end cap islands have multiple smoothing groups/hard edges on them, they should only have one hard edge (at the uv seam). You've got…