They both easily let you to make a mess of polygons ans edges if your are not careful or just accidentally. Double coinciding edges , double or even triple coinciding faces sharing same vertexes. I once saw a whole second layer of faces laying on same vertexes. Blender has a few "selection by traits" option to select and…
If you want the rope to roll around the axle like in that cool demo that @gnoop shared, you'll need a bone chain to deform the rope properly. Depending on the context that this model is going to be used this could blow the bone budget. If it's supposed to be used in something like an RTS game, with potentially tons of…
As long as the UV exactly matches the borders of the plane, it should tile the same as the texture. Yes you need to subdivide, if you want to export to your custom game engine. However without realtime tesselation, the vertex count will need to be limited like every other regular mesh asset in your scene... the engine has…
I've never thought about using dithering before. That's really interesting. :) I'll try playing around with the material editor to make a vertex-controlled dither. It should be doable with some fancier math and a noise map. However, I am also quite invested into using DepthFade to smooth the transition (because my…
Only use a double-sided shader if you don't case about how the other side looks, because as GlowingPotato said, the vertex normals on the new faces are going to be default angles which means the normal map won't be transformed properly on the new faces. Also a double-sided shader should be confined to only the faces that…
Overall, your portfolio is solid. There is still room for improvement. Especially your lighting. At the moment, what I see as I look at your main portfolio page is basically, generally flat yellowish lighting, you need more contrast between light and dark and cool and warm. Some specifics... Your scene with the bridges,…
@efwfew16 I think your scene has come out great! I took a short break from the environment and given myself the end of March to finish. Here are some progress images: My next goal is to redo the walls with some better vertex painting and decals.
im fairly sure you'd have to make edits to the fbx import to read any custom stuff you hide in the file. the options just aren't there in the importer. you could dump the data to a CSV and import it to a datatable or if it's per vert just encode it in vertex color or UVs
Hi everyone I got problem with baking normal map, becouse when i export my object to marmoset at LP model i got hide(disappearing ) Rail. I check face orientation and its fine and merge vertex its too. But on HP model everything its working fine. I dont know what its happened. I send screenshot. Please help
you'd need a way to group the verts that make up the top surface of each stone - vertex colour would probably work. I'm not familiar with DCM so I'm not sure what's exposed to it but presumably you could then apply displacement based on noise or random values etc.