"The reason I want a single mesh object is due to aesthetics rather than functionality actually. I want the model to look as similar as possible to the reference, and for that, I'll have to dynamesh/bool all together, smooth the hard edges and do some sculpting afterwards." Aaaaand that's the thing you should have…
Oblong eyes aren't a problem (in rendered projects) there are quite a few ways to handle them, it happens all the time in film and tv shows. The tricky part is making it realtime ready. Once you throw that technical constraint into the mix, most of those methods go right out the window and what you're left with isn't very…
@Rappy That happens either when it detects multiple UV's and you don't load textures for each part at the start of the project. Or you export with multiple pieces and again you don't have them attached so it feels like it is a new object. @Bychop Well for starters 3DO is not loading the psd and 600mb is not that large…
If they are coincident and it's a closed surface, you might get lucky by simply converting to Editable Poly and delete the ones that get isolated from the main object (but you'd have to define that somehow).
I see it works for small pebbles on a ground surface pretty nicely . At least something you can use . But anything extra I tried looks so-so. Much the same as pre AI way i.e. crazy bump. Rocks - it can't cope with shadows , shape of rocks is kind of melted and unspecific . Any grainy flat surface like concrete or asphalt…
They are right regarding smoothing groups and UV islands. Less is better. But in a model already unwrapped to multiple separate UV islands there is no reason to make smooth shading in between different UV islands unless it's something rounded like a human head . An engine would split edges along the seam anyway. So smooth…
I think it's really the difference between per-pixel VS. per-vertex lighting. The normal map is there to compensate for the lack of vertex resolution in a typical low poly model. This is really visible in the lack of gradients in a typical 2D generated map. The gradients help compensate for the lack of verts that would be…
Hi everyone! Come check out my Gumroad tutorial on Hard Surface 3D Modeling for Production! https://gumroad.com/chungkan In this tutorial you will learn how to model a sci-fi drone bust using hard surface modeling techniques that are used in a professional production environment in both games and film. Not only will you…
CrazyButcher, I've been told Meshmender solves the basics of method 3, so it should be helpful. As I understand it the trick is in transforming those texel normals into unified world-space, which I guess can be tricky if the artist is mirroring along an arbitrary axis. Plus there are rotated UVs to work out too, but I hear…
ok ive set edit working pivot to insert, but if i put the pivot to centre of selection, it works until i put my mouse on it then it runs back to where-ever, so i have to find it and move it manually to where i want it every time, which is an arse when working on massive massive meshes. how would i go about making it so…