I was playing around with blender and one thing I really like and use often is the insetting function with no boundary. So when I select some faces which has an open edge and inset them, it looks something like this In modo we have the square corners option for bevel but it doesn't work the same way. is there any way to…
So, I am using the following programs: Photoshop CC 3DCoat 4.1.2 NDo2 When i generate the diffuse maps with 3dcoat this is the cuts I have: And here is what it looks like when put into the Marmoset Toolbag v2 ( as well as my game ) I know that the issue is the cuts where I have the texture going... but I dont really have…
hi, i'm trying to bevel some edges on my model but it keeps giving me a zigzag pattern ( i tried using the legacy bevel option but it gave me the same result ) and i did delete the history on the model before the bevel. any idea how to fix it other than by hand ?
Does anyone have a script that duplicated a selected object along selected edges and allows the user to input the spacing between said objects. I found a script on Creative crash, but it only uses even spacing.
I have looked for a while online and couldn't find an answer, I'm not even sure if it is possible. I am in maya 2011 and using the sculpt geometry tool on a very high poly vehicle. Is it possible for me to use the smooth setting but so it dosn't effect a specific edge (lets say the wheel arch for example, or something that…
Hi there. A problem which has randomly started occurring today is that whenever I try to render a model with no geometry behind it (ie it's bordering the background) I get this horrible jagged edge effect along the affected area While I found that adding a matte/shadow material to a plan can be a workaround, that only…
hey ho.. i´m wondering if there's some kind of a fix for the problem, that max starts to get very slow with "edged faces" enabled or some way to increase the speed at least a little bit it seems to me that the count of objects is more important to the speed drop than the actual polycount it´s not that i can´t…
Hi I am a max user learning maya. In Max I can explode my UV's to UV-islands based on smoothing groups. How do I do this in maya? I am using maya 2017 where is the function for exploding/separating uv's based on hard/soft edge? Cheers, thanks for the time.