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…
Hey I'm new to crazy bump just doing some tests right now and what I'm trying to do is make a heightmap pattern in photoshop, just a simple checker pattern and composite it on another normal map. That part works great, the issue I'm having is my checker pattern when bright into crazy bump appears to get bilinear filtered…
The only way I know of how to make seems are along edges and vertices. But is there a way to create "custom" seams between faces without adding geometry to create ID color maps for texturing purposes? Hopefully the question makes sense. For example, left is the default geometry, right is where I would like to add a seam…
@Nadra_Nagy So as suspected, your lowpoly isn't quite matching up with your high poly. Your UV's look fine, could use some adjustments as well, and packed better to utilize the UV space much more. You also want to make sure you generate smoothing groups/hard edges based on your UV splits as mentioned (not sure if the…
Hello again, been all around the web and didn't find and adequate explanation or hint as to how to achieve this soooo.. here i am, hope I'm not asking something absurdly simple here but here's the problem i have. How does one get those nice and sharp looking edges when sculpting wood ( be it plank or unprocessed raw ) I…
Hey everyone, I wasn't sure what it's called. The problem I'm referring to is what happens when you bake, for example, a smoothed cylinder onto a low-poly version of that cylinder. The baking info when put on the low poly mesh shows how the edges of the low poly object are breaking the smooth curve of the cylinder. I can't…
Hey everyone, It's probably the 1000th topics talking about this problems, but after reading every topics as possible about this subject, I didn't solved my problem. So I recently try to add normal map on my 3D models to improved my skills in 3D modeling. But I quickly hit on the problem of visible Edges and Seams on my…