So I'm attempting to unwrap this "wheel thing". After the unwrap, the faces located vertically appear as big cirles on uv-space. When trying to turn them into belts, texel density becomes distorted like this: I'm aware that it's due to the differences in edge lenghts, but even is I tried to scale one edge down, it doesn't…
My intention is not simply to criticize the game industry or to repeat the structural problems that all of us already know and struggle with. I don't want to be misunderstood. In fact, it is not even a sector that I am deeply involved in or closely follow.However, there is something I have noticed. More and more people…
ok so a simple question i think (getting back into 3d after years doing a job and bored as heck)... I am working on a knife model and am mostly done but am following a digital tutors guide. Simply, i turned on "shaded uvs" to see if I have flipped, overlapping etc faces and yes I do. So I select the faces which appear as…
Did you Reset Xform it ? The flipped faces should appear black. Or right click on object>object properties>General>check Backface Cull So only 1 "side" of the face will show up. If some of of your face become invisble, they are flipped.
I've been trying at this shape for quite a while now, and I just can't get anything that satisfies me. I'm not quite sure how to approch this and get a good looking, good edgeflow result. I need a leather-esque 'faceplate' (Similar to this, that conforms to the face more.) that is fixed to a cylinder in the center and…
just one question. I dont wanna see backfaces, but I still want to have them selected whilst the front faces are moved, and move along with the front faces. This way I can line-up the front faces with my front reference image and know that backfaces are following too, without the backfaces interfering.
Hello, So I'm getting into substance painter for the 1st time and I was introduced to this new term: "compute tangent face per fragment ". Now I have found some places online explaining what this is though, I don't really fully understand it and have to do more reading. To give some backstory I'm making a character in 3ds…
Hi! I've photoscanned a tree bark with Agisoft Photoscan. The decimation stage at the end of building the mesh would have taken so long, that I had to set the face count to unlimited and skip the decimation stage. The result is a 370,720,451 poly and 33GB mesh that can't be opened in ZBrush because of the 100 Million face…