I'd recommend using the first link I posted on the previous page. A possible workflow would be to assign a different material ID to the main faces to run the script on. Could also use selection sets instead but they seem to break often. Alternatively the other 2 scripts do an automatic averaging for all faces based on face…
I see the problem, but this is more like a lightmapping issue. What would be the size of this object in a game? Cause its like 2 meters tall then 16 or 17 is obviously not the way to go. But if its only like 10 cm then probably you won't notice it as a player. Does Unity use pixel padding on the lightmap generation?…
I presume you mean Syncview's script? I see you posted in that thread as well. Here's the link again if anyone's curious http://www.polycount.com/forum/showthread.php?t=75753&page=2 Are you able to share any details about the custom tools? Does it work on face angles and surface area or is there some other process…
It diesn't really work like that in Max. Sorry but you should bother reading the first few pages even though its long, but itll give you all what you want. Don't listen to the first few posts, it can be misleading, but there are some nice suggestions by Joost, and I think it was maybe Moster on like the 2th 3th page-…
It actually has the same amount of verts as just using a UV split and/or smoothing split. Or potentially less if you account for tri-stripping? I think the main issue performance wise is the long and tiny triangles, though I suppose it's easy enough to LOD those out fairly quickly. And again there's definitely some…
Hey guys! I try to answer to every of you, and to share my opinion now. Wiki - I'm also using this for a long while now, when I don't have exact limits. I use this, and many support loops with my personal projects, and to be honest, now I'm not trying to get it good with smoothing splits... Your results are showing the…