Generally what you want to do is not solve those problems, but avoid them. By blocking out your model properly before moving to the detail stage you will know ahead of time how objects intersect and thus be able to give each part the right angle and topology to support later boolean operations. If you don't plan this out…
My problem is that I've asked questions about triangulation and game modeling on the forum before and learned a lot, but I've actually encountered an error I can't solve. I've configured my model's UV, Normal, and topology correctly. But I'm experiencing stretching in my models. I'm investigating the cause and how to…
It seems reasonable to me, I don't see wasted geometry. If you go through with a fine comb you might find some edge loops here or there that you could delete but I don't think that is going to pay you back meaningfully for the time. I think rather than try to guess what is perfect, try to find the max and min. To find the…
yeah well I mean as far as I can tell its just for compositing megascans textures, blending them together and stuff? I mean the water features etc are cool. I'm just curious where they are going with Megascans Studio, seeing as they already have the quixel suite and stuff. my initial impression is the studio is fun to…
Yes interisting topic indeed and these typical sorting problems are on PC 3d engines, consoles however had never these problems. In Elder Scrolls: Oblivion they seem to solve this with an CG Shader the hair on the screenshoots looks nice a thing i like to know is how the next Unreal Engine solve this or if the engine solve…
Hey looks nice, I am not sure the proportions are quite right on the mesh though, at least it's not echoing the realistic theme that i think you're attempting to establish. The waste seems kind of thin, and the entire uniform feels a little blobby and forms dont read very well. It seems like he's wearing an artic survival…
Good idea! Definitely solves some problems we face. But for such a niche tool thats doing a very specific thing, i would prefer it for it to be an addon for my dcc software rather than a standalone tool. Do you have any plans on that?
I've been using speedtree for a little while now and I thought I had a hang of it. I made some trees and exported them yada yada and I reopened the file today and the previously 2k~ tri trees I made are now at a whopping 13k tris. Upon closer inspection I see that there are smaller versions of the trees within my trees. I…
Hi guys. I have a question about shading. I need to use a low-poly model and set up shading on it in such a way as to preserve the sharp corners on the model's border, but I can't do it correctly. I tried to use the Data Transfer modifier to solve this problem, but you can see its results on the middle model. Tell me how…