@mimodeste Welcome to Polycount. Consider checking out the forum information and introduction thread. There's a couple of different ways to resolve this type of smoothing artifact. The support loops for the transition between the two flat areas could be reduced using a triangular quad, terminated with an n-gon or carried…
for this week i started the texturing process but experienced a couple issues with the baking but all that was fixed and now i have began the texturing and hoping to be done with it by this week and work overtime for I am behind on my timeline
my brushes and my edit is greyed out. I can't zoom in or rotate anything either, if I press in screen all I get are duplicates of my model. I can clear them with ctrl + N but can't do anything else. How do i get my brushes to work?
After posting my earlier question, I tried a 100 times in xnormals, blender, maya etc and finally I got to know that the Normal Map which I was trying to transfer had the issues itself and so the bakes were not proper. The Normal Map I was baking, had some normals flipped in some parts of the Uvs and in some had…
Okay, I can't get closer than this: First, I flatten the elevations inside the red rectangle by selecting the quad in the center and growing the selection until the lower and upper elevation are selected, then I delete them and cap the holes until the result is like the image. Then (this is what I think has to be causing…
n88tr: the mag release is separate geometry. I_R_Hopo: That could work I guess, but im going high to low poly so the turbo smoothed cylinder is actually 12 sides. If it were 32 sides, wouldnt that mean that my low poly one would have to be like in the 20's still just to keep the shape or silhouette? SouthpawSid: Hola's…
Reduce the polycount? If anything you should increase the polycount. But, I won't repeat what @lotet already told you. Polycount is complettly dependent on the asset's purpose. How can triangles be bad? The game engine e renders triangles. N-gons are neither good nor bad. You just need to understand what they are and how…
Hi. Does anyone know how to do it? Lets say I have a flat concave/convex polygon with N vertexes and I would like to project it on the surface of a mesh along some direction vector. Basically like a decal or imprint in pro-boolean. The result mesh should have the topology of the mesh on which proijection was done. Example…
yep TexTools reads out the smoothing groups and create UV shells based on that - which is a great start to unwrap. The opposite should be possible as well, I will have a look at it later and see if I can wrap together a quick script that does it the other way around. In TexTools its the subscript…
In a former life I had two large antique stores ( Houston n Austin ) and had large enuff shows at the bi-annual Round Top/Warrenton Trade days to require additional warehouse and storage space ( including large furniture and architecturals ). But it was the mountain of small stuff that needed to be packed stored and…