Oh wait, I just thought of another question, what level of smooth are you guys using and how many poly edges do you use to get a hard edge. Currently I am using level 2 smooth and 3 poly edges make a hard edge when smoothed out, maybe I can decrease modeling time by going to level 3 smooth and having a lighter base mesh?
We Are looking for colaboratos! Join the Weird Forge Studio Team Founded in December 2022, Weird Forge is an independent studio from Spain born from the ambition to create a deep strategy experience for seasoned players. We are currently immersed in the development of our first major project: a Dark Fantasy PVP Turn-Based…
Hello, I have a short question..that I tripped over recently. What level of subdivDisplaySmoothness is regular? I've always used the blocky 1 when working and rendering. And now I've seen people use level 3 for a really smooth look. But what do people use the third level preview for? Since it's not really the actual polys…
Hi Andumy. There are a bunch of things going on here. First off, the 3 object space maps are only different because xnormal doesn't average projections over hard edges without using a cage. You absolutely want your projections averaged. The issues with your smoothed edge projection here stem from how the model/projection…
@ajr2764: I haven't ever used edge weighting beyond just trying it out to see how it works. I've always used traditional SubD modeling techniques (supporting edge loops everywhere) to model high poly + non-sculpted stuff. Now with the new Pixar SubDs I think it might be possible to avoid all of that extra work. I have done…
hmm.. i think it's been covered in this thred so i won't dog pile on top to much. to help with the broken up lines, you can go to the stroke menu and turn up the mouse average. other than that, just take your time and paint slowly. it really is a strange app in the reguard that painting in mass is a slightly unique…
Hey, so I've been doing a test low-poly of the gun so I can get everything sorted out before I make the rest of the low poly. I've run into a problem with my bakes. I'm using xNormal which has been great for me for everything else I have down, but I'm, getting problems with this. I originally tried to bake the gun with the…
Faceted look: You can add smoothing groups, or smooth the faces manually. Smooth modifier, is what you need, or the smoothing part of the edit poly. Tip - As you can see max can't figure out alone the triangulation at some places, and its better if you set a few with hand. Disabled viewport: I don't exactly know why this…
3Dsmax does not really support non-smoothing of UVW's when using turbosmooth. Zbrush for instance has a special setting to prevent UVW's from smoothing when dividing the geometry. There are two options to prevent the UVW's from smoothing in 3DSmax: 1) Break all the polygons by selecting all edges and choosing break in the…
I'd just like to clarify something... Triangles are bad for models that will be subdivided because when you subdivide a triangle it CREATES POLES. And poles cause pinching and pulling. This is in contrast to quads, which never CREATE poles when subdivided. So while SCB is correct that the triangles will become quads, that…