High school inventor noob here. I was using NACA airfoils before, but then I found some problems that I don't know if are actually problems. The fact that the camber line is made from two parabolas that are pieced together at the point of maximum camber means that the two curves on the upper surface are only first degree smooth with each other. Same with the two curves on the lower surface. Also, the two curves that intersect at the leading edge are only second degree smooth with each other. I tried to make my own airfoil where the surfaces are made from one, continuously-changing... Comment too long. Click here to view the full text.
I've been putting it off doing this Windows 10 upgrade, but this shit keeps bugging me and now it's starting to download the update automatically without me asking it to. So, if I do the upgrade should I be concerned about compatibility with my 3D programs? I use 3ds Max with plugins like FumeFX, as well as ZBrush and occasionally other programs like Speedtree, RealFlow, etc. Will all of this work like it would in Windows 7, even if I use older versions?
You have already made a begginer mistake by trying to jump into zbrush before learning the basics of modelling. Get max/maya/c4d/blender first, learn how box modelling and topology works, then start zbrush.
I'm trying to export a high poly model in Blender to then import into xNormal and later import into Quixel. However every time I try to make a high poly model I get these defined edges that appear which ruin the entire process. I understand Subdivision Surface is set to "Simple", but if I chose "Catmull" it would make parts of the rifle spherical--which I don't want. Anyone know how I can get by this?
>make helmet model in maya >black, shiny spots appear on certain parts >applying new materials does absolutely nothing except change the specularity >reversing normals does nothing >may have fucked something up in the hypershader How do I just give it a normal shader? I only do modelling, I don't know what the fuck I'm doing when it comes to the hypershader...
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