I have something I'm having a bit of trouble with: I'm working on a blade. I need a crisp edge on the face of the blade, but the loops terminate on the loop for the circular cutout. So when I turbosmooth I end up with an oddly shaped cutout for that circle. Moving the vertices where the loops terminate slightly alleviates…
If you want plenty of great reference images : ebay.com and restoration forums. There are quite a few inaccuracies with you model : it's a sixties car, the sides and rocker panels are not like modern cars, they much rounder. These cars were designed a bit like women, and often compared to the shape of Coke bottles. It…
Hi! I am getting these white color bleeds around my edges for some reason. The lightmaps were baked in 1024 resolution with the presentation preset. The top and bottom (roof and floor) are separate meshes, and the bottom floor mesh is even intersecting with my wall. All of my materials are set to double sided. I am only…
Hi! I made a simples sword, keeping the lowpoly vertex count really low... but im getting these strange artifacts arround the borders when i bake the hp in substance (or blender). Im using 16x padding, x2048, tried with and without cage and AA. the model has sharp edges arround the seams in the borders. I actually dont…
Hi! I am getting these white color bleeds around my edges for some reason. The lightmaps were baked in 1024 resolution with the presentation preset. The top and bottom (roof and floor) are separate meshes, and the bottom floor mesh is even intersecting with my wall. All of my materials are set to double sided. I am only…
At close a split/hard edge would never look absolutely, perfectly rounded . In actual game the split will be even more revealing due to shadow maps resolution and screen space AO depending on technique used. You don't actually need to split every edge . I would do normal map with lod02 in mind : lod02: notice how vertex…
[ame]http://www.youtube.com/watch?v=le3-m3GpX4w[/ame] Work only with Editable Poly objects. The video show all that the script can do. Reference coordinate system must be "Screen", can align verts, edges or faces. "avg"(average) button will align selected subobject elements and sometimes the result will be the straight…
I'm learning how to make normal maps using maya and xnormal and everything seems fine, until it gets to the edge of a flat surface. I've been trying to find stuff about it online, but haven't been able to find any help. The problem is this. When it gets to the ends, the details seem to curve inwards. I understand that it…
I'm making a wierd shaped object, planning on taking it into mudbox so it's gotta be set up properly for high poly work. It's an axe-head. Right now it's just a plane but I plan on extruding this shape to create what I need. But I'm having difficulty modeling it in quads. I've started with a plane and dropped down some…
Is there a new fashioned way? Such as the texture renderer being able to blur across edges as opposed to rendering them in sharp contrast? I'm less worried about the splotches on the skin but rather the color. I see a sharp edge of contrast along the colors and I'm definately looking for a solution on that. Right now I…