Looks like the extrude went wrong? missing the edges here? Maybe disable subd modifier for now and check that model is correct first. You should not have to remove the geometry. Set seams along the desired edges and unwrap. Some edges (with different edge lengths) will unwrap into a curved shape and you will then have to…
So, I have been trying to go around and understand normal maps recently. This is what I understood: * Every sharp beveled edge or edges with a 90 degree angle need to have a split edge in the uv map. * The edges mentioned above should also have hard smoothing. * Every UV Island needs to preferably have it s own smoothing…
I'm really confused on why I see this unchecked when people do hard surface models in their courses. So if I understand this correctly if you use averaged normals even with edge splitting you're preventing gaps in the projection. My final question is why would someone use edge splitting instead of just using a single…
Hello all. I am currently working on a character and I want it to have pixel textures. I am confused about how to straighten uvs. I am currently trying it with this simple mesh, but whenever I try to straighten it, it looks deformed and you can see the stretching on the checker map. I tried different values of the…
Remove == backspace. In edge sub-object level remove or backspace removes only the edges while ctrl+backspace removes the edges and the verts, that is common to the seleced edges. Search the scriptspot for scripts that do exactly what the ctrl+backspace do.
Is it safe to say that when dealing with hard edge more detailed objects you should bevel the edges for correct normals? Is it also safe to say that when dealing with less detailed hard edge object you should split the edges?
From what I can see, you've got your control edge way too tight with the edge of the model. Try create some distance between the control edge and the actual edge and you should see some results.
You can also turn the invisible edges without actually creating a new edge. Sometimes you want that new edge, sometimes you don't, but the option is there. Just use the "Turn" button in edge mode.
Definitely some good reduction, but there's still some edges you could collapse down rather than delete outright. Going back to #4 of what I said earlier you can still bring lots of edges to tris where you're still continuing them through the whole model Like I said before as soon as they stop being useful terminate them.…
I can see a few issues off the bat. UV issues: You have overlapped UV shells. Offset stacked islands or you will probably have baking errors. You have hard edges on the low poly model, but the corresponding UV edge is not split. You'll get incorrect normal map pixels at those edges. You basicaly get a gap in the projection…