depends on if you have per pixel lighting or per vertex. At this point combining/clipping whatnot objects is pretty standard practice, as texturing does a lot of the work of making the form of a model. However if you were going into an engine or platform that had decent processing power but limited memory, and you had to…
This kind of stuff is pretty much normal for a mesh that's been created in zbrush using Dynamesh and Decimation master. One thing to try is to Decimate the model in steps. Go to 50% of the resolution and then go to 20%. You can also try Dynameshing to a lower resolution and using polish on the mesh before using Decimation…
The docu changed a little back in (June 2020) for 2.83 and there is now connect vertex pairs and connect vertex path where the first just cuts in one polygon and the later between/across polygons (so if you only want the first you.. and the limitation is long gone).. Also the subdivide edges (Ctrl-E gives the menu) may be…
Recently I´ve been working on a water shader that looks stylized but still has some "physics" in it. The Shader is looking like this in game It has depth fade and some other interesting stuff like the fake reflections that move in a random way and look pretty cool. Now its time to keep working and trying to archive…
is there a script that makes the normal a cross product of the 2 longest edges attached to tem? would be cool for making the look of campfered models more acurate because the 2 longest edges are usually not the campfered edges and so it looks like unsmoothed in the middle and the campfered edges alone make the smoothing…
Hi there fellow polycounters. Can you please help me solving an issue I found while poly modeling what will be an air intake for a jet turbine. I modeled this and duplicated some cubes hoping to get something similar to this: I have this: I tought a boolean operation would eliminate the marked parts and solve this but it…
Hi..Guys I got an issue of lighting on 2 meshes attach together, found it's becouse normals on vertexs are different. ex. I got a model for game, it needs to swap head meshs for different face looks, so I cut the mesh from neck, the connecting vertexs are at same place and texture using same one. you can see a hard edge…
I've been trying for the past few hours to get a clean color ID out of Xnormal. This tutorial on the quixel site mentions using Vertex color bakes for the color ID, and I've been trying to get that to work. However, this "tutorial" goes into exactly no detail about how to do that. The main problem I'm having is that while…
Hi there! Im having trouble generating a normal map in XNormal and I just cannot figure out whats going wrong! When ever I click "Generate map" i get this error: "Invalid function parameter "msh" : The mesh default has vertex UV indices but the count is not the same than the postition vertex indices. Please sure the mesh->…
I thought it finally would be time for my first post here on polycount, so why not create a wip thread for the scene I'm currently working on :) . Basic idea is that after the great zombocalypse, or a great war everything gets rebuilt using tracks. So those living-containers in the screenshots move on tracks and can…