at least the length of each edge can be displayed very easily in Blender, if I remember correctly it's an attribute of the edge data as well. Could be extracted together with the edge ID... I don't wanna think about how to match that to the actuall model :D For the vertices... I'm sure there is no such thing as the angle…
if you have all the edges on your model set to "hard" so they have more than one normal per vertex unreal will duplicate the vertexes for each face that's set this way. However if you've got a bunch of N-gons the triangles within the n-gon will basically be soft edged. This could mean the n-gons are stopping the vertex…
If your hard edge is along a uv border, it doesn't get split "again" the "real" vert count of your model in a game engine will always match the vertex count of your uvs, if not, your exporter is doing something funky. There is a max script somewhere that will count your actual vert usage. I mean, of course it is a terrible…
Youre not gonna bake it down right ? Milled aluminum or steel whatever it is usually has a really sharp edges depending on the surface, and all your edges look kinda game ready. Like no normals lowpoly sharp, the edges are microscopic (well theyre done in CAD apps and they dont model edges for many parts with their nurbs…
What is it? What's it's purpose? I think the model lacks any real story behind it. You have basically the same face on four sides of the model, it would be good to mix it up, make it more interesting. Also it kind of comes across like the handles have really tight edges, while the rest of the model is very loose. And due…
So snapping to curve with middle mouse allows you to slide objects and components alone the edge of a poly surface but it doesn't let you align things that way. What I mean is I can get one object to align to another's edge generally but it's inaccurate. Maybe some pictures can help explain. So I have two objects and I…
The problem isn't so much about a single mesh but about a process. Over time, trying to improve, I've actually gotten worse in terms of topology. I used to model much better, even if I wasn't improving. https://www.artstation.com/andrea_g Here's what's left because I deleted everything out of frustration over time. ;( The…
You could just make all of your edges on your low-res mesh smooth. You've got hard edges, but baking it as one UV shell which is giving you those harsh black seams. Split the box element off of the sphere into it's own uv's., like in the screenshot: You're cramming a rectangle shape flat, which is almost impossible to have…
I've tried to follow the advice I received. First, I got rid of all the unnecessary edge loops: now my low poly has 4412 tris (the previous count was 6026... I've lost weight!). Second, I put aside the whole 1 smoothing group thing, and started to work with hard edges/smoothing groups splits. I set the hard edges,…
The cubemap would be "reflected" with the normals of the low+ normal map, not the lowpoly normals themselves. Marmoset's lighting/specular system is infact a glorified cubemap(one for diffuse, one for specular highlights). You'de have to have a pretty terrible shader to do it the way you mention it being done. [edit]…