I am having a problem with this model... here is the Wireframe (i know it looks terrible but i dont know how else to get it to look good and this is the error i am getting Now would it be best to just redo that piece or go ahead and bake it and sort it out in Photoshop with the Smug tool? please help...
I am trying to use sweep to make some cables for my model. I have the shape and line set up, but when I do the modifier it ends up like this: It is a lot larger than the original shape I picked It also had wierd pinching errors: the original line and shape:
Got another q, trying to bake a lightmap in Maya with the Lighting/Shading > batch bake (mental ray) dialog when the mesh has 'softened' edges, but I keep getting these weird jagged bake errors: Any ideas why? :poly122: Thanks!
Can someone explain me what does "non-manifold" mean? for example if I have 3 separate objects grouped together into one object (but it's 3 separate parts really, 3 so-called shells) are they manifold or not? Netfabb shows no errors and says the mesh is ready but I'm confused.
I'm making a modular road system and it's going great, minus my crevice normals not lining up. I can get them close by trial and error, but there has to be a better way to precisely place these so they line up. Any tips would be great. Thanks!
Have anyone of you guys here try use PS CS4 on Win7 using Classic (XP) theme?..It cause my PS to crash (display error warning if I remember correctly)..I wonder if anyone of you here also experience this issue before?.. _Revel
Ok ok, I've always wanted to make one, I've left it long enough, so here goes! New generation, new Toolbag, new Ddo, let's D-do it! (sorry) New to Ddo but I'm quite happy with this, please point out any errors you see etc Thanks!
I've been working on a model for a bit now and I just finished the UV's and low poly. However, I've been hearing how my UV placement is usually quite terrible , and some edge-flow parts as well. To my untrained eye , this is fine. But I have an inkling it's got a lot of errors. Help ;_;
I've a problem with exporting meshes to .3ds in max 7. When I add a custom unwrap [anything not automatically applied when the primitive is created] it splits the mesh along the uv-seam when it is imported into our game engine. Is this something that can be fixed on my side, or is the error lie in the engine being written?
Hi, When I export, I get this error: "no more virtual tiles Can Be Allocated" And only the specular and AO is created in 2048*2048. I have a HD7970 A i7-3820 3.6GHz And 24GB Ram I test different things in the options but nothing seems to change for this problem. Please help.