Version 1.2.0 Is Up With; * Interpolation Algorithms * Separated Width & Height Option For The Magnifier * Improved Gui And More Responsive Design * Qt 5.9.0 Libraries * Minor Optimizations * 1 Minor Bug Fix
I don't know XSI, but I'd hazard a guess that if you could relax the UVs on all the meshes at the same time, the relax algorithm would auto-resize all the texels to the same size.
I wonder if Epic is going to help turn Quixel mixer into something viable to texture these dense assets. It doesn't need much just an auto UV algorithm that doesn't completely suck.
NovaaH, what I would do is delete history and try it again. If it doesn't work then, try the checkbox "Use Legacy Boolean Algorithm", which will often help with issues like this one.
yea that was my first thought, i was hoping for something more in the realm of " Magic algorithm " way hehe but what are you going to do... thank you for saving me hours of internet digging man!
boolean works best with watertight geo (unless you use 2016 were they updated the boolean algorithm). your main object is not solid so you will have a hard time getting it to work well.
Take a look at this tutorial that got posted by algorithmic recently, even if you dont have painter you can probably do it by hand. its gonna be a lot harder. but the techniques should still apply.
Hi MattyWS, Yes I agree, I have been so focused on the images processing algorithms that I have slacked off on the UI. I will have an update to that later this week, thanks for the input!
You can not avoid this without adding enough geometry to support the distortion done by the smoothing algorithm. In either way you will end up with a higher polycount than what you have right now.
From the looks of it, it's procedurally generated mesh, which uses normal hand painted textures. The mesh algorithm is pretty tight, though. To get it flowing over all shapes like that is pretty damn nice.