Well there's also Collada though I haven't tried it yet... and since it's very similar to fbx I'm not sure if it would be any better. Modo's hard/soft edge support sucks since it's limited to the smoothing angle value of the material that's applied to the mesh. Or vertex normal maps which isn't really workable while…
Hey guys, i have been a marmoset user for a long time. Since i updated my video card (from a 650 ti) some months ago i have been seeing this errors on high poly meshes. It looks like some kind of smoothing error or artifact. This screenshot was taken using the rifle high poly render example. The artifacts usually show less…
I dont know why, but i asked my mom. she said, the Gray box looks more rugged, and dangerous. i tweaked a little, but idk it still feels too "round" or "soft". I don't want to look exactly like SoT, its just my inspiration. is it the rocks? are the rocks too smooth?
If I export an obj from 3ds max with normals and smoothing checked, the seams go away on the low poly, but when I apply the normal map there are lots of shading issues that appear like triangles that haven't been welded. If I go a step further and export from 3ds max to Xnormal with my normals and or smoothing checked off…
So, I'm trying to create this dynamic tonemapping postprocess. I calculate the brightness of the screen and then use it to brighten/darken the image if necessary. The problem is, I can't come up with a way to make the transition smooth. I'd want the transition to be slow, not instant like it is now. Is there a way to limit…
Hey people. Recently I started working on a small stylized meadow scene, inspired by the beautiful work of Helder Pinto, called Europa. It has a very painterly look, similar to BotW. I was able to achieve similar style / looking foliage in a fairly easy way and I thought I would share my experiences with you guys,…
Hi, At the moment I'm working on a scifi prop which contains a lot of beveled edges. As my last models were all hand painted I aim toward a current-gen model this time to improve my skill set (polycount wise, normal maps, PBR etc.). For the hand painted models I always tried to keep the UVs as much together as possible, so…
I've been working in Max 2011 and for some reason at random when I remove a face or attach pieces of editable poly together (I think there may be other triggers but those ones stand out in my mind) I'll get really weird smoothing/normal errors sometimes entire faces black out or sometimes only portions of them do. The only…
Hi, i am importing a pistol model from Maya into quixel and it is two pieces that i am struggling with, the rail and the top piece of the pistol. They are seperate meshes and when they are exported together into quixel, all of the edges are smoothed (smoothened?) on the rail but when i export the rail by itself and bring…
Hey! I am just starting to learn Maya and I would like to know how I can make a proper curved shape. I kind of achieve to create a curved shape by creating a cube and then divide it in small chunks with the "insert edge loop" tool and then I tried to create a curve by moving/rotating the small chunks (I don't know if my…