Hi folks, mb someone of you knows whether is's possible to sample normal data from neighbor UV islands and filling margins with this values not just edge color, does probably xNormal or any other baker software has such an option Thanks
When you subdivide your plane turn off Smoothing the "Smt" button next to Divide. You can also crease the edges of your plane, the default Plane3D in does this, but the corners will still round off a little. Either way it prevents the open edges from shrinking in size as you subdivide it.
The title basically describes my question. Should I create tangent basis from scratch before exporting to marmoset or SP for baking/texturing if I committed any of the enlisted changes?
nothing :( i tryed it and its all ok and don't work.. smoooth?¿ why ?? that mouth isn't smoothed and box isn't smothed too.... how big must be the lowpoly it must go inside... outside the high.?¿ maby in between??
At the moment I'm using alt + rmb and was just wondering if there's an option to have maya scroll smoothly using the scroll wheel? I just find it more convenient for my needs if I could have that functionality. Thank You.
So alot of the models I make for work tend to have an awful lot of holes cut into the sides of objects etc. I always try to 'box in' the holes and just tidy up the geo around it to keep it as clean, but not as optimized as it could be without having long edges running along a cylinder for example. Mostly this works ok,…
by Kamil Małagowski http://km-3d.com "New 3ds max plugin in development.
Unfortunately the native Boolean as well as ProBoolean are too unstable to use in real production, so the next step is to code my own boolean functions in c++ using 3ds Max SDK." https://youtu.be/TXRK0SYpk74
I'm assuming there's a normal map on that in engine? If so, did you rebake the map after softening the edges ( which smooths your vertex normals) on export?
Looks a lot better. Dunno about the concave stuff, seems to be in the normalmap already as if it was baked like that from the hipoly model. In the worst case, you can just go in and paint that area in plain blue by hand. The rest of the artifacts (those visible shaded triangles) are hmm... the result of either messy shaded…
Hi, so recently I've been making some game models and I began some experimenting with Maya's humanIK function to see how it worked and check if it could save me time in production. I've been fooling around with its Character control functions and slowly learning how it works, but now that I finally got my skeleton prepped…