Hello everyone, here is my attempt at modeling a mini cooper guide mesh that will later be used to shrinkwrap panels onto. So far I managed to do everything looking nice and evenly spaced with good edge flow except for the "arch" area, where LOTS of edge loops just smash into. I tried to improve the situation by turning…
If a 3d scan is really hi res with sharp edges Zbrush Zremesher with "detect edges" on does pretty nice job actually without much of spiraling edge loops. As well as 3d max one. The issue are things like blades with triangle profile where it can't recognize the cutting edge . Boxes and cylinders with holes are often sort…
Hi,I cannot seem to figure out how to evenly space vertices along an edge without deformation. When i use the "space" function with Loop Tools I get unexpected results, the mesh is deformed and is unable to keep its direction. In Blender this action is very straightforward, when you select an edge and use the space…
I'd been dreading this part of the build and I was in split minds on the method to model this. Do I refine the edge by adding more loop cuts and make the model higher poly? Or do I do a Boolean difference and suffer the affects of N-gons? I asked my class mates on our discord (a really brilliant group and I'm very lucking…
I want to remove those edges along with their vertexes but It only deletes the edges and some of the vertexes then selects seemingly random edges afterwards. This has never happened, I have deleted by history and restarted numerous times.
The goal is for each normal map pixel along the joining edges to match each other. For this reason you don't want much detail along the edge as it'll make it more difficult (or impossible) to get perfect normal map continuity between the two sides.
Hey there! I try to bake highpoly cube to lowpoly cube with 1 edge on the lowpoly cube, and t tried with merged uv-s, separated uvs, hard edges on uv border, but still getting seams at the edges in the engine. Question: Can somebody show me (or it is even possible to make) a lowpoly cube with no bevel on the edges and…
Thank you for your advices. I test rendered it with basic texture and it looks good. I'm creating a set of these stone lanterns and I'll keep in mind even density. I've got one more basic question about edges. In past I ran into problems while baking onto low poly with steep edges and I started to bevel them but I am not…
I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…