Thank you for the reassurance. I'm currently using a method where I select use the Border tool and simply select all top edges of the map, drag those down, then shift+drag up for more sides. A bit conventional, but I'm not complaining yet. I would still love to know how to "INSERT" more sides like my original question.
That sounds more like the definition of "non-planar faces" which is also a cleanup option. Nonmanifold refers to impossible geometry such as when an edge becomes extruded from or welded to a non-border edge, causing an edge to share more than 2 polygon faces. In these instances, such offending polygons should be either…
Okay, I'm signing up! :thumbup: BTW - an hour voting time left, if anyone feels it's worthy ( or even for a sympathy vote ) I'm in 19th bordering on relegation. A vote ( and the verify link clicked to confirm ) will ensure the mix stays in the top 20 for listening by the one and only Jane's Addiction. :D…
Looks nice, one thing you could do if you wanted to improve the leaves is to make an identical material but with small branches in the texture connecting the different groups of leaves. Then in the engine use a vertex map to "paint in" the areas that need branches, so that the borders of the meshes dont have branches…
yeah having an interior is best but one thing you can do is adjust the smooth brush settings in brush menu. Cant remember exact name but something like 'connected edges' will allow you to average out border edges like that. Probably won't give you exactly what you need but good to be aware of.…
Bake your highpoly bricks to a tilable brickwall textureset. Then use some lowpoly bricks to break the silhouette. The middle part of your wall could easily be displayed with a tilable texture. The border areas can be done with additional lowpoly bricks. 500 vertices is pretty highres for just a box. A beveled cube with a…
@nordahl: Thanks for the crits. The water's actually meant to be ice. I used these concepts when deciding on making the border pretty sharp. I may soften it up a tiny bit in future but it will still be pretty sharp. I adjusted the fog colour a little. Is this what you meant? I also made the transition between snow/no snow…
Please do this, if it's at all feasible. I assumed that's what you were doing in the first place and couldn't account for issues like the above, and the thin black seams you get at some UV borders (even with padding). Would generating from a world space/object space map give better results? Essentially taking the low poly…
One piece of advice for your textures (which look nice by the way) instead of a white background put them on a background that is roughly the same colour as your foliage. Sometimes, depending on your alpha, you might end up seeing a white border around your foliage otherwise. This is more noticeable in video games where…
in newer versions there is 'Local Aligned' but doesn't always work. i use Extend Borders script. it has some quirks like it doesn't work with an Edit poly modifier, you need to have Edge constraint off and sometimes you need to toggle Straighten Corners if it's bugging out. But apart from that i use it everyday.…