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Understand you perfectly. Came to the same conclusion. Can’t paint across the uv edge/line unless the normals are evenly balanced across the area in question. Unfortunately not displacing across a uv edge that bends in the 3D space is kind of limiting.
Have used this method in any case since putting in little rounded edges in the 3D space has become impractical at this stage as it would mean not only going over the whole model and totally remapping which I didn’t want to do. I planned the model and was hoping to keep the model very light, e.g. avoiding little bevels every-where etc. At the time I didn’t know of Maya’s displacement limitations with hard normals.
I also looked into converting to sub-D but that really makes a mess of things and would also require the two steps stated above which as I said I was unwilling to do. not to mentions seams seems all screwy in Maya (for Mac any way).
Thanks for your advice.
Author: EkDor
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