Greetings; I just found this out today and searched for its review on Polycount but surprisingly there wasn't any thread dedicated to it.:poly122: http://www.razerzone.com/store/razer-edge-pro I was actually waiting for the switchblade they are still working but I guess this one seems legit. Is anyone using this tablet for…
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
Hi I'm working on a mesh in maya and have a small problem :( . I extruded the inner part of the mesh to give it some thickness then used the target weld tool to connect the edges to make a smooth transition from one set of faces to another. I know bad idea and what happened was it created these strange creases in the mesh,…
Hi all, I am in the middle of a project creating an Arri Alexa Mini 3D model. I have shaped out some basic shapes and some supporting lines. But I am not too sure on how I would approach the extrusion inside the camera towards the sensor. Below is the image and annotation of the shape I am trying to imitate: At first I…
Does anyone know how to create a shortcut toggle for displaying selected with edged faces? The option is found in the viewport config screen but the maxscript listener doesn't show anything when I switch it on/off. I seem to use this option all the time so it would be really handy to bind it to a key/quad menu.
I realize this is probably is correct/expected. It does however not give as clean/smooth an edge if it kept the islands together in a cage. At least for my purposes. Is there a way to get the Marmoset cage generator to keep the vertices together? Or is this unexpected with something with my fbx export causing it to break?…
Hello polycounters! I have question regarding use of smooth groups while doing bevels. Should I mark sharp edges like in picture below, or bevels will be enough when baking? I want to achieve clean normal map without gradients and I'm not sure about this issue. I will be thankful for help! :)
Hi, I applied all the rules to the normal maps baking and in SP it's all good: But when I use it in 3ds max or blender I see hard edges overlay with normal map: How can I resolve this?
I'm using fbx, and I choose to export tangents. There are no problems, just wanted to know if I need to delete and create tangent basis each time I move the edge, split the uvs, add a hard edge