oh man i met with the exact same problem. Found a fix for it on CGSociety though xD Here is how you do it. 1) Hold right click on the object and move to "Object Mode". 2) Drag and select both of the objects. 3) On the top of your screen, look for "Mesh". 4) Click on "Combine". 5) Click on "Mesh" again. 6) Click on…
That can often be taken further using imposter rendering too. Basically, you render a model to a texture, and then use that on a quad for distant objects. So you get the visual effect of a x polygons object mapped to 2 triangles. As for removing things that won't be on camera manually; frustum, and backface culling is the…
If you still have scale/rotate issues after reset xform, link each one to a dummy object and animate the dummies. You can also go into the curve editor and play with the curves to fix the issue, but really, its much more stable if you just create bones, skin/skinwrap each object to its bone and go from there. This issue…
I have some simply object and I have unwrapped UV for diffuse on channel 1. I put diifuse map on it and everything is ok. After that, I have rendered a lightmap for the object with UV on channel 2. The lightmap is as a 2nd file. But I don't know how I could see the lightmap on the object with texture. I put the lightmap to…
Hi, I'm a total newbie so I apolgize if my question seems a little ignorant. With cylindrical objects, is it advantageous from a system perspective to close the object with a cap poly, or is it just one more poly that's not needed? What I mean is, say you have a 8 sided cylinder with one end hidden in another object. Are…
Probably you had such problem before but I can't find the solution now. I have couple of objects (hi and lopoly) and sometimes when I want to bake AO or normals from hipoly, click 'Render to texture' and click 'Render' - nothing happens :/ no Im sure that all my settings are right, becouse I have no problems with other…
Hi guys, I'm working on a series of seamless modular trench staticmeshes. I want to change the vertex normals on the very edge of the green object (highlighted in the picture) so that they perfectly match the v-normals on the corresponding edge of the red object. The objective is to eliminate any lighting seams that would…
Hello Polycount; I have a small issue related to UV mapping the object that has been modified via Dynamesh. The problem is, it takes alot of time to make the UV map and since the object is too intense after it has been modified via Dynamesh, and contains triangles, you can not re-construct the subdivisions of it to make…
Looking for an Environmental/Hard Surface Texture Artist for a Space game for PC. The majority of work would be texturing objects such as space-stations, warp-gates, and various smaller props. Primarily diffuse/specular maps for low-polygon objects. We are looking for texture-sets that can be used across a wide spectrum of…
Hi, I'm relatively new to modelling and have a question about which is the better method of making a model. In the pictures below I have made the same model in two different ways, the first has a lower poly/tri count but is completely made of combined objects while the second, with a much higher poly/tri count was all…