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Showing results for tags 'sculp'.
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Hey there Coaters, I am having an odd problem importing a hi poly .fbx into the sculpt room. I import it and as usual hit enter to set the mesh without modifications, then when I switch to the 'build clay' brush, my models normals come up reversed. This is one component of a larger model. All components are built with the same technique within Maya. I had a workmate look over it and try to save it out of Max, yet to no avail, still reversed normals. The only solution I found was to do 'Combine' within Maya. By adding another piece of geo to it, the problem goes away and both meshes have correct normals when imported to the sculpt room. Any ideas why this would be happening? Pics below... Thanks Guats
Malo posted a topic in 3DCoatHi at all As the topic says, i have problems to sculp sharp edges. I have tested some stuff, but i cant figure it out, how that does work. Lets take the basic cube. After some subdivision and smoothing, you get rounded edges. But how could i sculp that edges sharp? The best way as far as i see, is the cut off, but what should i do when i wont cut the surface because i would keep it? With the Pinch tool, i could create sharp edges, but they create some ugly artefacts near the corner, it is not a plane shape after the usage. Any help would be nice. Regards Malo