@Jerc thx for the reply! I was trying to figure out workflow from this project https://assetstore.unity.com/packages/3d/environments/urban/old-fund-106248 , but I guess he worked on older versions of the programs. So currently there isn't a way to layer sbsar files in Unity and apply masks which you painted in Substance…
Instead of merge UVs, use sew UVs or Move and Sew UVs (with an edge selected Shift+RMB in the UV Editor). Its also very important, that you display texture borders (Borders of UV shells) in the viewport and UV Editor. This way you can see if your UVs are connected, or just sitting side by side.
Thanks Musa! I managed it now a bit different. First i sculpted without to worry about Intersection. Then i just merged the two meshes together and re-dynameshed the sculpt. The "Block" mesh served as a Booler, so my sculpt gets the shape of the "block" because of the bool operation/dynamesh. Thank you anyways!
The mesh can be heavily optimized, try to merge together edge loops that run along the tail,the rotor cap, the engines. At that polycount, im guessing your not going for the lowpoly version of the helicopter then I would advice to build a highpoly of the base you got there. A 11k mesh without normlas is not gonna do any…
The quickest way to check is to grab a single vertex (in the UV editor) and Select>Shell Border. Yes Polygons>Merge Vertices is the same as welding. If you want to see the UV borders in the viewport, with the object selected in object mode go to Display>Polygons>Texture Border Edges (adjust border display width in the same…
all geometrys were flatshaded upon import for me, this is most certainly the issue here after merging all double verts and redoing the smoothing i got a good bake still some errors caused by bad topology on the lowpoly, didn't bother cleaning them up attached is the new lowpoly + normalmap bake gn8
update Lina set (no idea for hair temporary) previous: http://i.imgur.com/xuOf1Fr.png http://i.imgur.com/SCQSFsZ.png also i should make announcement that i now merge with RavaFX. ya so in future will not able to open collab status anymore, those who i promised to collab will still go on working in progress XD.
Thanks for your answer Jerc :) It's for a game in Unity that mean yes it will be real time performance limitations like any game, it's not for a movie like Adam (Tech Demo in Unity ) But a game AA indie with great graphics or AAA like last of us 2013 environments then should i go with 1 or 2 texture set? Thanks :)
Since that stuff is often tied strongly into gameplay and leveldesign, there are dedicated tools built into the engine for it. For Need For Speed it definitely is, I'm pretty much certain it is like that for Forza as well. Unreal 4 and Cryengine both have some support for basic roads. No crazy intersections and road…
Cut in half! nice. With those cylinders on the top you could probably get away with merging them to half the edge loops as the converge. Same with those 3 bumps on the side of the gun, just follow what gilesruscoe posted above yours. And at the front of the barrel, there seems to be a circular edge loop on the largest…