I modeled the red versions on the left using inset and chamfer in max, but I can't figure out how the blue one on the right made the deboss area without any apparent inset lines. Also, I found out that the blue one recession could have more rounded corners because they aren't limited by any inset lines.Outside of…
So I've come to accept that Modo just ... doesn't do smoothing groups. It kind of does, but not really. If I set up the same mesh in Modo and in Max (running the TexTools command that gives you smoothing groups based on UV islands), the mesh coming out of Max will have 60% (or greater) LESS vertices. Same number of…
Hi guys. First let me start out that I am a total noob in Max. Anyway I'm building some assets for a game in Maya then importing to Max, as FBX, in order to import the assets into the game. Once I import into Max, the only thing I do is set up the game specific shaders then export. After getting the first asset into the…
Hi! I'm just testing around with texture baking and got those ugly smoothing errors. I've already tried some other methods, different UVs and smoothing groups, but it always ends with messy UV seams or ugly smoothing errors. I've also already used the forum search, but I couldn't find a good solution. I don't know what I…
Smooth brush has less effect operating on higher resolutions. This is because the topology is more densely packed and as the smooth brush is averaging verts to neighbours there is less of a distance to travel and this makes it seem that the smoothing isn't doing much. There is a smooth stronger brush in lightbox(comma…
I am still trying to learn the ropes of creating good assets that will work properly with game engines and noticed that a lot of artist use smoothing groups when modeling low polygon models to save polygons when making rounded surfaces. I was wondering if I should start using smoothing groups when modeling my low polygon…
Hi i tried to smooth my poly modell in maya. i get weird mesh results and of coarse my bake fails then. what i did: i used Smooth Poly *Options // ********************************************** // Settings: exponentinally - - - - - - - - - - - - - - - Exponentional Controls: divisions 2 Continuity: 1 - - - - - - - - - - -…
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…
Ahhh, I'm still suffering gravely from the curse of perfectionism. I ended up redoing the basic construction several times. I also procrastinated by playing around with my brushes more. I finally managed to make a spatula-type brush that feels just right to me, so I decided to play with some carving. I tried sculpting this…
Hi, I've been confused by this question for a while. I have a organic character within some hard surfacing armor and fabric cloth on. In general situation, should I smooth render the character? The problem is sometimes the UV will get stretched, but without smooth render, the model is not smooth enough in some specific…