Maybe an alternative route... bake lighting into vertex color. This would avoid bleeding, but would increase vertex count on lighting seams. Or perhaps check out https://www.scriptspot.com/3ds-max/scripts/polyunwrapper I know the developer is very responsive to requests/feedback.
move all the vertex normal of the grass to Z axis position. it will turn your vertex normal shading to be correctly lit by the light and it will remove the black.
Display the vertex normals and you'll see why. They're pointing non-planar to the larger polygons. This is because the vertex normal directions are averaged between neighboring polygons. Face-weighted normals can help fix this, but not always. There's also the issue of non-parallel quads. The big top and bottom quads are…
Yeah that's what I expected then, also this is on their animation documentation: https://help.sketchfab.com/hc/en-us/articles/203058018-Animations So yeah, you can only animate a whole object using transforms, you can't upload a vertex animation. You will have to find some way to bake it to bones, or blend shapes. Below…
Thanks @lotet @bigodon @AlanSMitchell @Sebvhe :) I want to share some details about the material I've put together that's driving the look of the trees. (with pictures!) It's been an iterative process as I've discovered I need a new type of branch in some place or variation in snow density on a macro and micro scale. New…
CRIIIIIIIT DUMP! Fidrik I would say that the cracks in your floor look to repetetive. The same square crack looks very noticable. Even though its been rotated riceart Looking really good! Though making the room extend on the right and keeping the beam of light doesnt make any sence. unless the room oppostite has a very…