Select the model you want to work on in Max. Under the viewport controls (top left) choose the plus sign/xview and with your model in vertex view cycle through the check options for good form. The one you are looking for is T-verticies. This will show you where your Ngons are, and if you have select results checked you can…
My suggestion is try not to use booleans EVER. They are just too unstable, causing weird un fixable problems down the line. There is always a way in Maya to model something without using a boolean. Try deleting a polygon, and build a hole from that by repositioning verticies. It's slow and tedious but you will have more…
i know about the hard edges it was meant to be like that i want it so look like the glass was meant to have hard sharp egdes i have it rigged and its animate-able lolz there are a few verticies that are pissing me off so i need to go back and do some more weight painting they are in unnoticed areas thou thanks for the feed…
I think it depends on what your going for really. But since velvet has a pretty strong fresnel effect, you may want to have something in the normal map just for the fresnel to pick up on.that is,of course,if you using a fresnel shader. Some noise you might inlude is the verticle lines and some small bumps here and there.
*shakes fists in the air* Raise up from the dead, thread! So, I found myself in the same situation others here, and being a big nerd I wrote a rudimentary userscript to auto fav threads upon replying. It adds a small checkbox under the reply textarea that can be on or off by default: I thought it might be useful for…
Yes and no. Without cloth sim? Yes. Suitable topology? Uh... As far as I know MD can't automatically create good topology. It's possible to start doing a manual retopo straight in MD, but unless they updated it in the month or so that I didn't touch MD this tool isn't perfect, making a hybrid approach the most efficient…
For something like this, especially with more stylized models, you'll probably want to use Dynamesh as more of an intermediate step only to merge the shapes together. Start with very basic shapes. I find it helps to keep the vertex count as low as possible on each one, and instead let the subdivision's algorithm do its job…
Greebles for the sake of greebles, nowhere for the eye to rest. No functionality for that giant glass chest. Those would be my thoughts. Fictional spaceship design is about three things: 1) Silhouette. Your ship should have an angle(s) that it's immediately readable from. Eric's pieces start with the silhouette and go in…
As Benjammin mentioned the scale and placement of the bend handle will affect the bend. When a bend is created i'm not sure what axis it defaults to, but the scale should be half the length of the piece you are bending, basically if your low and high bound are set to -1 and 1 respectively your bend handle should be the…
I gather you've an interest in class A surfacing (...borrrowing a CAD term) for automotive content?...that tend to rely heavily on reflective materials in order too convey their implicit individual design elements via volume and structure, or in other words primarily a set of unique characteristics which would typically be…