I tried baking a cut detail from a high poly source onto the low poly and around the corner of the object I got this stair-stepping effect when I tried to fix the skewing through Toolbags Skew feature. This is the geometry: Now I am thinking that the vertical edges are messing up the vertex normals? I managed to solve most…
Hi there fellow polycounters. Can you please help me solving an issue I found while poly modeling what will be an air intake for a jet turbine. I modeled this and duplicated some cubes hoping to get something similar to this: I have this: I tought a boolean operation would eliminate the marked parts and solve this but it…
Hi there! This is my first post here in the polycount forum but I've been following and going through this site for quite a long time now :) Anyway, I'm running into a Normal Map problem. The normals are all facing the proper direction but somehow I'm getting this weird problem whenever I set the normal to tangent space…
Cheers poopipe, that's a solid endorsement bears keeping in mind :+1: also similarly if memory serves one of my nephews might've had an 2017 XPen 10S, I believe at the time for primary school, he'd then showed loads of promise as a budding artist. Sadly I've lost touch and do wonder what he's up to now?! hopefully kept up…
Hello, I usually model objects both in 3ds and zBrush (making base shape in 3ds, throwing it inside zBrush to make details, then unwrap in 3ds again and make textures if needed in zBrush) and sometimes face this annoying problem: map becomes "polygonized" with UVs completely messed up if i'd try to reunwrap it back. Does…
I figured this was somewhat relevant to us, as we make art for games. It's a European Citizens Initiative, currently at 652,366 signatures at a 65% requirement for the UK parliament to recognize it. If you are in favour of these terms & are a citizen of a country in the EU, the deadline for signatures is 31/07/25. From the…
:) :poly127: Then please try the scene and post how to solve it. I've tried rendering all different settings in the pass and tried everything I know of to get rid of the premultiplication in PS; eg rendering out straight .tga file, then tried multiplying (and adding: linear dodge) in PS. Increasing the brightness/contrast…
Nice work! how was your workflow to get the walls individual....I mean the crackles and corners.... how many meshes did you create for "only the walls" ? and how you solve it to get to each wall a individual look of dirtyness, crackles and normals ...? Im very interested because I think I have to make a mesh which has a…
This project looks awesome I love the environments especially. Like Shrike said, the main cubes stand out to me, especially because it's what the player will be focusing on a good portion of the time. They should be just as exciting and flavorful as the characters and the environment, if not more so. The latest pictures I…
I'm not sure I fully understand the structure of the model or what you're trying to but I'll take a stab at solving the problem and maybe it will help. If you delete or detach the end caps and will it leave you with two separate elements? Can you then select the inner element and delete it? Then weld the end caps back on…