[insert quick hack that'll generate errors]; Else, look further down. But you can't just cut those edges into a curve, as the added loops to the curve will fuck with the roundness of the curve, creating flat areas where you'd expect or want curved-ness. The most accurate method is to first un-boolean what you have.Then add…
@Sukotto I'm not sure what you mean, so I'm assuming what you are saying is the same thing what branch is saying. @branchhttp: I still can see it. Error in the compilation that I found: "Error in FBX Conversion: - "Zero skin weights on one or more vertices" I don't know what that really means. This is the hierarchy. I have…
Your post here is why I generally don't go in for a conspiracy theory. You're crediting them both with the incredible competence to pull off some globe-spanning crime, but also saying their failure at the very easiest part gives them away. Has the story changed? Yeah, sure. I say that's a product of the information age and…
Got this pm, I thought I could copy my answer here, if someone else is interested. It is not a modular mesh per se, since I was not going to use those stairs anywhere else I made them in one static mesh. But I could have made them modular without problem, by just splitting the geometry. Here is how I reused the texture and…
Basically yes, bad modeling. Handplane in itself won't fix your issues. Though it will allow you to create a copy of your mesh, cut in a bunch of supporting loops to fix ray errors, bake an object space map(in your baking app of choice) and then you can transfer that object space map down to the original mesh and output a…
Mant1k0re: Definately not sketchfab =P As Bek pointed out, the tricount is about 45K. I quickly decimated it in zbrush, the source was about 10 million, the triangle count can be whatever you like really, or you could manually retopo it too if you have special requirements for deformation. Goshi: Getting the texture…
So here's a weird issue if anyone would like to help me out with: I did the initial bake and it turned out alright, but noticing a few errors that seem to be brought up with smoothing groups: So while adding smoothing groups I decided to give it another go with the UV's so I decided to try and make a better UV map. I…
Yay for crappy wacom handwriting! Basically what is happening here is that you're trying to stretch a square over a curved surface. Think of quads as DVD's, you may be able to bend a DVD a little bit over a curved surface but if you do it too much you'll snap it in two. It's a little bit like that with geometry that gets…
This is what i like to call "resolution based smoothing errors". What happens here is a mixture of a few things. #1. Maya renders excellent normals, even over extreme angles, because of this, we're less likely to use hard edges. #2. Normal maps are limited to the resolution of your texture. #3. Small-thin triangles, which…
Thank you guys for replying.. I am exporting using my own script and its exporting the vertex properly, but i want to modify the vertex order.. like when working with splines, we can see the vertex number and modify each vertex or modify the order of the vertices in a closed spline, by specifying which vertex is the first…