Hi, I have a separated objects that has their own uv's. i would like to know how can i merge all the UV's and make ONLY ONE UV so that all objects will have the same uv.I want all uv's to be overlapped on each other because i don't care. can i achieve this with 3d coat? Thanks.
A quick question for all you Maya users. I was having an issue with what I think is my normals after merging vertices together. Someone suggested I attempted to smooth the edges through NORMALS > SOFTEN EDGE but as you can see there is no effect and in straight polygon mode it has made these dark shadows. What is causing…
Hey! I'm currently working with a basic Lego model and I want your opinion about it, I have some experience modeling but I'm not an artist and most of my knowledge is merely empirical, I want to keep the model as low poly as possible but whiteout losing the feeling of roundness Legos has, any suggestions are welcome! :)…
Ah so the robot had multiple sets of UDIM layouts? Like, the head used its own set, uncoordinated with the body's set? I would edit suggest moving each layout into different UDIM ranges, then update the materials to point to the new range. Then there will be no overlaps. If you want to merge UDIMs, then bake to a new UV.
Going to stop noodling on this one before I go crazy :D One of the most challenging sketches yet. Not sure if I should tackle something without vegetation for the next one or double down and work on it until I am comfortable. P.S. Mery Christmas!
If you are just making it for a portfolio, you could just model the exact car, the most they could do is to ask you to remove it. If you are selling the model or it is in a game you are selling, it has to be different. I'd suggest the GTA IV route and just merge 2 cars.
FBX is still very problematic. The materials don't generate properly and must be merged in the geo to even hold the sub-materials into the engine. They also only support static geo. You need to really look at the export process closely before saying to just use FBX.
Thank you very much! alright! here is a very rough model sheet, not all the design elements are placed here as this is a mere proportional land marks to clean the idea better for modeling. next jumping to a more detailed design elements ( weapon, accessories, stitches, etc...)
Got rid of the floating triangle by selecting the vertex and going to edit-mesh merge. this change the color of a single poly to match that of the original polysurfaces. which is odd and concerning but atleast no floating triangle. But the same thing didn't fix the un-delete-able edge still in the wrist.
Yeah I'd agree with deleting history. Also try selecting all the verts involved and use the merge tool with default settings. If that Fais I've even had to delete the whole face I'm trying to spilt and then Mesh> Fill Hole and then try the Interactive Split again.