i mean how are you creating the road and what are the issues you're trying to solve? it's hard to tell from the attached screenshot what you're trying to achieve and what's not working
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…
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…
Hi, it's been a while since the last update on this project. I've been mostly learning blueprints and creating systems like crafting, stamina, items and so on as well as exploring gameplay mechanics. This is without a doubt the most challenging, fun and entertaining project I have ever embaked on. So after a while of…
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…
You can use the right click quad menu to freeze/unfreeze vert/edges/faces. I know pelt refuses to work if there is a gap in the pelt seam(s). I think ever open edge needs to be surounded by pelt seams? Did you do point to point seams around the open edges, like the eyes? When I pelt I normally skip the point to point seams…
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…
little update on the part of getting something to show up when painting: I got that part working, but I can't get the color to properly transfer from the mathematics to the painting part of the code; in theory it's simple, but the practice seems to be quite hard. the problem i have right now is that I have to store an…
Floating geometry is absolutely not cheating. It saves time and delivers equal results, for all situations it should practically be used in. It's working smart. No use pushing yourself to solve a very complicated puzzle that doesn't need to be solved. Unless, of course, you want to solve it.