That uv projection exists in 3d max since v5 and one version it worked , next didn't then again sort of working but with tricks because half of uv vertexes fly away . I stopped to bother years ago and do it in Blender where it works just fine all the time. Nice to know it seems like working again now . Why wouldn't they…
Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
I read online whilst doing more research that "Vertex color is cheap (maybe not so much on mobile though) because its a per-vertex information. Thats also its main drawback : the vertex color resolution, if I may say so, is limited by the actual tessellation of the object. With a dense mesh, you can have vertex color…
I think I have the basic functionality down to make the bottle shapes that I want, the graph is a mess right now and there's probably better ways of doing this (there's absolutely a better way to organize the graph). But this is what I ended up with; The big idea is to be able to create a large number of assets with just a…
Thanks alot! Replaced "W" with the first scrips, works perfectly! The select uv-shell script I cant get to work. I select a face/vertex and run the script and nothing happens, I dont get a errormessage either, I get "// Result: pCylinder2.f[10] // " or whatever object I have selected. The convert-to uv selection "to uv…
Maya is telling you how many positional vertices the mesh has. In Unity (and every other game engine) the mesh must be split up into one vertex for every unique property. So a hard edge in shading, vertex colour, either of the UV channels or mesh tangents - all of these mean the vertex has to be duplicated. If your mesh…
If you can't change the fact that your engine only supports 1 UV per vertex, then the path of least work may be to edit the vertex normals by hand, and re-bake the normal map. 1. Select all the low-poly body panels. 2. Add an Edit Normals modifier. 3. Select a pair of vertex normals along a panel seam, and press the…
You should watch your vertex count. Vertexes are what take up memory not tris. And the vertex count varies quite a bit by how many edge splits you have. A low vertex-to-poly ratio is as sign of a clean model.
You’re right, decimation is a better word for what I’m doing than retopo. Ideally yes, the decimation and unwrapping would all be handled in one step. Best case would be a modifier that I put on the model once and forget about. I know there are quad-based topology solutions out there that would probably give me better auto…