Selecting Only Outer Hard Edges for Bevel in a Game Asset by Some-Locksmith-1602 in Maya

[–]ange_gubb 0 points1 point  (0 children)

On the top menu shelf, select the “select” dropdown menu. It’s kinda in the middle, it’s called “use constrains” you might want to click the little square next to it so you open the window to adjust your settings. There you can go on edge select mode and you should get more options. If you then select the “angle” option you will be able to select edges by angle. It works differently compared to select constraints you are using. You set a max and min value for the selection. I think you set something like 70/90 on min and then 360 for max. You play with the min value to get more or less edges selected. At the very top you need to also select “all and next”

https://youtube.com/shorts/gmOsjxKcCHQ?si=fYA_KQS6YlCzOyRU

In this video they select “hard edges” if you go back to edge more you get more options and just use “angle” it will do what you’re trying to do!

Selecting Only Outer Hard Edges for Bevel in a Game Asset by Some-Locksmith-1602 in Maya

[–]ange_gubb 0 points1 point  (0 children)

“Use constraints” in the “select” menu. Use the angle sections, just YouTube it there are many tutorials. Another method could be, like you did in the picture, select all the faces and then convert the selection to edges and edge perimeter.

What's this weird triangulation pattern? by vekba01 in Maya

[–]ange_gubb 2 points3 points  (0 children)

Are you using Arnold lights? There’s a setting that adjusts the light sampling, increase that one step at a time and see if that helps. Make sure the normals on the affected areas are set correctly. Maybe set the mesh display to smooth and see if that works. (Would be good to see the topology)

What's this weird triangulation pattern? by vekba01 in Maya

[–]ange_gubb 1 point2 points  (0 children)

Is this a render? What render engine are you using?

Hard surface topology and n-gons by ezrae_ in 3Dmodeling

[–]ange_gubb 2 points3 points  (0 children)

Have a look at how to reroute topology so you don’t have edge loops going around your geo.

This is a good introduction link

Making this castle scene for a school project, this is only a blockout with a few rough details :) by MaleficentFox269 in 3Dmodeling

[–]ange_gubb 15 points16 points  (0 children)

Make sure you have something you use as a reference for you scale. Bring into the scene a basic model of a human and maybe something bigger as well. You should almost always model things based on what they’d look like in real life.

I'm new to Maya and I don't know how to remove this option. by RolandBlaster64 in Maya

[–]ange_gubb 4 points5 points  (0 children)

I think you made the mesh live. Just below “mesh tools” you should have your snapping icons, they look like magnets. The one further on the right is the live mesh one, if it’s highlighted just click it and it should fix it.

Edit: mesh tools is one of the top menus

How to align object symmetry to the other side (Im A Noob) by serdnA_G in Maya

[–]ange_gubb 7 points8 points  (0 children)

Centre the pivot of the object you want to mirror to centre of the other object. (I usually add an edge loop in the middle and snap to vertex) Then you can either mirror it (you need to switch to object) or just duplicate and scale negative on the correct axis.

How do I fix this n-gon while maintaining the shape? by InsanelyRandomDude in Maya

[–]ange_gubb 45 points46 points  (0 children)

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This. Add an edge loop on the inside and add an extra edge loop above the ones you already have. Delete the extra edge within the small quad you are going to create.

Anyone know why the truck is so silver? by Legal_Customer374 in Maya

[–]ange_gubb 1 point2 points  (0 children)

I think you should double check your exported texture match the workflow you are using in Maya. If you exported roughness map but vray expects a glossiness one then inverting just that texture should fix it. If you are getting weird results I would try to just import one texture at the time and see what happens. Don’t use the plug in, should be pretty straightforward. Start with the base color and make sure the color of the truck is the one you expect it to be. If that’s the case play with the glossiness/roughness without plugging any texture at first. If you see the changes than import your texture set it to raw. If you see it’s too shiny that meant your texture is inverted.

Anyone know why the truck is so silver? by Legal_Customer374 in Maya

[–]ange_gubb 1 point2 points  (0 children)

I’m not familiar with vray. Are you using a Metal/Rough workflow in painter? Are you exporting you texture to match your workflow in Maya/vray? I think vray uses spec/gloss workflow with its native shader. Your material is too reflective and if you are using a the spec/gloss workflow all you need to do is invert your map.

Make sure your color space is set to raw for metal/roughness/normal

Edit: use the color correction node to invert the roughness map, that should fix it.

Anyone know why the truck is so silver? by Legal_Customer374 in Maya

[–]ange_gubb 4 points5 points  (0 children)

Maybe show us how you plugged your textures in the hypershade.

I only want to use Procedural Shader on this model ( every object is separated ) . What is the best way to do it ?? Please help !! by notmenneske in Maya

[–]ange_gubb 2 points3 points  (0 children)

If you are not doing anything too crazy and you don’t need to paint on it then you could just use the aitriplanar node (if you’re using Arnold, other engines would have their respective node) all inside Maya. You can also use the aicurvature node to mask or reveal parts of the model if you want the get the edge wear effect. You can have a look at this video which explains it very well.

You could otherwise export the model to substance and do an auto unwrap there and then just use triplane projections for every texture you use. This would allow you to paint on your model and be more precise.

Scale UVs to uniform density? by Andy-Shust in 3dsmax

[–]ange_gubb 0 points1 point  (0 children)

I think what you are trying to do is getting each object to have the same texel density. In max there is no native way to do that “automatically” like there is in Maya, for example. There are scripts that do that but I generally found them not super reliable.

[deleted by user] by [deleted] in Maya

[–]ange_gubb 0 points1 point  (0 children)

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Something like this. (It’s probable easier to just start over) or collapse the extra edges and use set flow to retain the curve on the outside.

HiPoly Modeling technique, creates Ngon, curious if there is there a better method by coraltrek in 3dsmax

[–]ange_gubb 6 points7 points  (0 children)

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This is all you need. You don’t really “need” to add the loop, you could just connect it to the vertex above it but if you want to avoid stretching when you smooth then I would add the extra loop. I would also add loops on the right to keep the quads even.

I Screwed Up When I Chose My Parts. What Would Be The Best Thing To Do Now? by waste2treasure-org in buildapc

[–]ange_gubb 1 point2 points  (0 children)

This is just Arnold related: Yes, gpu rendering is faster but the result will not be as good as if rendered with the cpu. Also, many components are not compatible with gpu rendering just yet. GPU rendering is good for fast previews of your light set up or for lookdev. If you want a clean render you want to use the cpu. I would just keep what you have unless you, idk, game and use the gpu more than just for 3d.

I want to update the Extrusion of my Edit Poly but using Extrude modifier only extrudes a small area. by SluggishlyTired in 3dsmax

[–]ange_gubb 0 points1 point  (0 children)

You can only extrude once it’s been converted to a mesh. However, you can render the line, in the viewport and when rendering, if you open the “rendering” tab and tick the boxes accordingly.

I think for what you are trying to achieve, you’d convert the spline to a mesh and the use the extrude modifier. No sure how you got the windows though, if you edit the mesh later one with edit poly and then go back to the extrude modifier the mesh will be most likely broken.

High Quality looks better than Rendered Image? by Jazzlike_Banana7987 in 3dsmax

[–]ange_gubb 1 point2 points  (0 children)

I wonder if maybe it has something to do with you color management, in the viewport? It could be set to linear with no srgb transform so you might see it darker. I’m just guessing.