Hey all,
I'm a bit confused with creating the high poly of one of my objects - I'm getting a pinching effect on the circle due to the parts which protrude out of it. I've created a quick graphic to illustrate my problem.
![b49f9ec6bc.jpg](http://puu.sh/cYr4o/b49f9ec6bc.jpg)
Any advice would be appreciated on fixing it. I've tried fixing it above like so, but it's still going to cause pinching on the outer circle I think?
Thanks!
Replies
But I think what you need to do is terminate the edges instead of running them to end of the mesh.
Here's a reference image of what I'm aiming for, sorry for the shoddy quality, it's from Google Maps.
What I've built so far:
UVs of the object:
The reason I've left so much space in the top area of the UVs is because I was hoping to fit the rest of the wall panel (shown in the reference image) on the same texture map. At the moment it's on a 4K texture sheet which I feel is too much for a reasonably-sized modular wall and a disc.
Any advice appreciated.
Do you mean chamfer the edges on the low poly, or make the edges on the high poly softer?