I'm trying to create a Carrara marble subway tile using the brick generator. Is there any way to get sharp square edges and corners? The best I have been able to do is attached and is very rounded. Thanks.
Hi guys, new to the forum! Any help would be most appreciated. Haven't used Zbrush in a while and forgot how to drag a texture over a model and not get edge bleed ( streak artifacts ) around corners . Thanks again!
Heya so iv stored a morph target so i can fix up the edges, but the issue i have is when it nears the middle i cant get it to overlap at all. I was wondering if this is just a trial and error thing or if there is a better method for getting nice patterns onto a piece like this (its sci fi Armour)
Hello. I started to burn mesh maps in substance painter and noticed that the edges on the low poly model did not look right. What could it be caused by? Did I do something wrong with the model itself or is it a matter of bake?
So I'm trying to go for a sci-fi look with some of my work, and I was wondering, how might you go about UVing rounded edges? This is a closeup of a doorframe that I have right now. I was able to get the UVs sort of OK, but there's still some distortion, and I was hoping to learn other people's techniques.
For some reason, I can only select edges on my model from far away, which makes things really difficult. When I zoom in and try to select I the cursor doesn't even change. Maybe I pressed some weird hot key by accident? I tried restarting max and it doesn't make a difference.
Is there a way to respace these edges so that they are evenly spaced? I've seen it done in Modo, but I can't figure out how to do it in 3DS Max. I've been hunting for a script, but I'm not having much luck. Can anyone help me?
Hey guys, I got somewhat stuck unfolding the very basic shape, altough, I can't get the edges straight... This part is being bend over here. I also had to adjust the smaller U shape above. But this one just won't bend over, lines are not being straightened properly and overally this shape just acts wierd. I wonder if…
Just make a small bevels on tiles edges by curve node before slope blur of whatever you have used for edge erosion and they wouldn't be looking so harsh and vertical cliff like