Basically yes , because its already a seam for a videocard and every hard edge is a split edge doubling vertexes along it. Yet not every UV seam needs to be a hard edge and you don't have to always do hard edges along beveled edges. Google and try to understand face weighted vertex/split normals or ask chat GPT? Shading of…
Well, I started out with Modo and now I am barely scratching Maya. I was wondering if there is some kind of specific rule when adding control edges in sub D modeling. I kept hearing that every modeling project is unique. Well, I wonder if that's just an opinion. On pinterest, there are some charts that explains how to add…
:( new day new problem :D . Well i will explain this fast. 1. i tried to fix open seam edges where i created uv seams by using 3d vray displacment method and check keep continuity. Unfortunately nothing worked. In the end my displacment map did this. (u almost wont notice this open seam but it is there, and there is…
Hi friends, I have an issue with my 3D asset here. Let me explain what I did before I faced the issue.... 1. I made a 3D asset (A stylized axe in 3Ds Max with 872 quads)2. Then I did the smoothing groups and the unwrap for all the sub objects of the model before taking the object in Zbrush. 3. I installed a plugin called…
Hello. I am looking for script/option in maya that let's me select and then delete edges (support edges) that are on flat surface to create low poly faster. I started to look for it today and I am kinda shocked that I didn't thought of this earlier. I mean in theory it is simple and genius and I am sure that someone came…
Hello all. Kazuya here. I just got 3ds max 2017. I transferred a model I have been working on for a while to the new version. Unfortunately there has been some major interface changes. The interface change that has stopped my workflow completely and created a great inconvenience is the unwrap's edge selection. I was…
Hey For weapons I bake my hi onto my low with smoothing groups and UV splits along those lines etc etc. I go from max to xnormal through the xnormal SBM exporter. When I proceed to create a cage, I just grab my low poly, duplicate and push with a small value of say 0.5, and tweak some more in areas that still show the high…
Hey everyone, it's been a long time since I've posted here :) Life has been very busy now that I have two small kids, and last year I changed jobs from Blizzard Entertainment to Moon Studios. Four years ago I started working on an illustrated book, partially because I was a new dad, and partially because I wanted to…
Checking out Epic's metahuman UVs, I noticed that the UVs are squared all the way to the edges of the DIM. I have seen other professional heads doing the same thing; professionally scanned textures are squared too. As you can see in the pictures below, the UVs follow a checkered pattern very well from the front, but behind…