@sacboi Yes, I thought of that just don't know how well it would work in between seams, for now I was thinking of making a blob liquid kind of mesh from a spline line into cylinder then apply a noise map displacement, at the welding points to make them look like a bad welding job. Something Like this but I have to make the…
Hey guys, I'm a Maya user and recently I've started using 3DS Max, so when I found out about smoothing groups I was okay, because in my head all that it was doing was adding hard edges between each smoothing group and soft edges on the same smoothing group. My surprise was when I tried to export a model to Maya, the…
I'm making the transition from Max to Maya and there are still a few things I'm trying to figure out. One of the main things right now is how I go about flipping triangle edges. The problem I'm having is that I want to flip the invisible edge of a triangle in a quad polygon. There is a command to flip triangle edges that…
One thing I ran into while working on the mesh was connecting pieces together and not having the edges line up. Are there any suggested methods for bringing edges together across pieces or collapsing edges when merging?
It doesn't exist (yet) =] Anything edge related in LW is a work around or faking it. The tools try to approximate edge-like behaviours and functionality but LW has no real edges or tools to edit them. They are working on it though.
You need to also have that blended edge on the other UV edge to have an equal look. You see how the black line in their example bisects down the square and isn't down just the outer edges?
That was a real quick version. Keep in mind that a propeller blade is just a wing. So each blade should be wing-shaped in profile, with the leading edge thicker/more rounded, and the trailing edge thinned out to an edge.