If you want to be that precise, don't snap your UV to the grid but snap it to pixel instead (default snap setting set to grid snap). But as like what Eric said, create a temp texture with intended size, load that to the UV editor then only you can use the pixel snap (without texture loaded and displayed, you cant use the…
A few ways ... Right click the move (transform) tool in the toolpipe (it's in the lists on the right hand side by default) and choose "Select Through". That way you can change selections without dropping the tool. The other way is to use a hold technique. Select a vertex, HOLD DOWN the W key, move the vert, let go of the W…
There are a few good brushes for this. If you check out the Lightbox (,), there are brushes that Zbrush doesn't load by default that are handy. Also, two brush sets I highly recommend. MAH set (for hard edges) http://www.zbrushcentral.com/showthread.php?75050-Zskiff-a-licious!&p=1006730&viewfull=1#post1006730 Selwy's Cloth…
No, the need for UV splits wherever you have a hard edge is something completely different. An averaged cage simply means the cage disregards the normals of your low-poly mesh, as they are averaged over the entire cage mesh. I can't speak for 3DS Max, but as far as I am aware xNormal does not use an averaged cage by…
Is that from Arnold? (it's not an option on a vanilla bump2d) This was the first hit on google for me. "Enables the use of derivative normal maps. If you disable 'Use Derivatives' when using tangent-space normal mapping, the bump shader uses the tangent and bitangent data stored on the mesh. Otherwise (by default), the…
Most likely it's a tangent-space issue and/or swizzle Coordinates, as xnormal defaults to Mikktspace and Maya has a custom tangent space iirc. Recommend reading the wiki as well as the stickys for normal maps. http://wiki.polycount.com/wiki/Normal_Map_Technical_Details…
This is getting tiring, but err.. with override turned off, how can I have connect edge and connect vertex set to the same shortcut? I had 'connect (no dialog) (poly) set to shift-ctrl-e (the default) in 'main UI', and I deleted the shift-ctrl-e shortcut in Editable Poly. So why does it still only work for verts?
He's using Blender, I think, judging by the default lighting and background color. You probably have a lot of edges bunched up together where you have the errors in your render. Also make sure you don't have edges overlapping each other. Post a wireframe, I'll bet it'll point out some of the errors. -Stefan-
60 degrees is typically where I start to split, probably because Softimage by default automatically creates a hard hard at that angle. I don't strictly follow the guideline, but it's a good starting point. Also the auto hard edge is nice because you can easily tell when you go past that threshold, and you might decide to…
OK, have to look into that which I dont know where to start, I actually haven't tried something like that in the past so no idea what you're saying except the prolly having something to do with in the connection editor. It'd be great if you tell me the little steps though. And no, my skybox is juts a dome shape by itself…