Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
Hi, I'm here again with another unfinished project. Blockout stage at the moment. I've decided to share my journey through this project and see what happens. Its a small environment, you might have noticed that some of the wooden beams already have a normal map but that is not the case. I've decided to go for a midpoly…
Hey guys, I am baking all kinds of full 3D stuff on flat planes as sprites, and I have some issues with aliasing. I bake at 4x Hardware AA from xNormal and still I get this super edgy contours. This is a aliasing sample of a 2k texture, and I know i can render out a 4k or 8k and then sample it down in photoshop, but Id…
I would say 5k polys is really low, you can easily double it if you aim for current generation AAA games (e.g. Fortnite weapons are around 7,5k). For your topology I would add some support edges to remove the long triangles, I would also add the screws as separate geometry (like you did on the handle), not connected to the…
Hi ScottMichaelH Wow thats really a lot of shells :) Guess it was quite energy consuming creating the layout. But thats a real nice example, thanks man. And for the hard egdes, well i think i could ask both, what they are and where to place them. what i (think i) know about them now is that hard edges are there for the…
You should redo your texture, stretched, distorted. Smoothing groups are not right e.g. dark corners on your object, lots of noise, the scratches are not where they should be e.g. your scratches are on a flat surface, scratches tend to happened on edges and corners.
I forgot to thank you at the time for adding support for zero segment uniform chamfers, Coven. It's helped a lot, so I really appreciate it! I'm trying to setup a more nondestuctive workflow for stacked chamfers and fillets of varying sizes like in this very simple, exaggerrated example: I want to vary the fillets from the…
Ahh yep, try to use edit poly instead of edit mesh whenever possible. Edit mesh is a hold over for legacy code and the default for many modifiers and functions. 1) There are a few ways to get rid of edges: - Click on an edge and hit ring, hit collapse. Works great for getting rid of rings. But destroys the edges. If you…
This script was requested in one bulgarian forum. The main purpos of it is to find the longest edge of the selected UV island and rotate that island around this edge on predefined angle. You can align selected UVs horizontally or vertically around the selected edge(this can be the longest edge or the any other edge). There…
Again, I've pulled these from various places and find them useful. All credit goes to OPs. Right click on the snap icon for settings dialog, right click on any transform icon for the transform-type-in dialog, right click of any of the time-modifying icons (e.g. Play) for settings. Projecting a spline onto a mesh: Create a…