woow. Thanx.... but questions stay on buildings, or better ruins where is hard to cut in precise parts, like this https://www.youtube.com/watch?v=RIT50G9MVDI
there a setup or settings that when we separate - cut in pieces, align together back in UDK or Cry that is not to see seams ??
The part here is 45Mil trias, when downsample to 100-60k is wery rough, on 0,5 - 1mil is acceptable. so we need around 10pieces glued together..... yes i know its problematic with older, slower cards but that not our problem to solve....
My guess is seams are usually caused because splitting the mesh resets the vertex normals on the edge of the mesh to point parallel to the triangle face normals.
I don't know what 3D software you're using, but you should be able to fix it by selecting the vertices on the seam and averaging them.
we using MAX mostly, so it can be somehow handled, will try and let know what are outputs. Im asking because want not test milions of combinations, adn this explain what cause the problem and how it can be repaired T H A N X....
To fix a vertex-normal seam in 3ds Max: select both meshes, add an Edit Normals modifier. This will share the same modifier for both objects. Then you can select the normals along the seam, two by two, and Average them together.
Replies
[ame="
there a setup or settings that when we separate - cut in pieces, align together back in UDK or Cry that is not to see seams ??
The part here is 45Mil trias, when downsample to 100-60k is wery rough, on 0,5 - 1mil is acceptable. so we need around 10pieces glued together..... yes i know its problematic with older, slower cards but that not our problem to solve....
I don't know what 3D software you're using, but you should be able to fix it by selecting the vertices on the seam and averaging them.