Solved again! :P used the same technique but kept the main body together, the important part to have space left with is the bit where the mesh is going to join the other mesh on a flat surface, those edges need to be the seams in the lightmap. Can give more detailed advice if anyone needs it
Thanks man! Here's a full shot of the piece: SubD: This is how I'm trying to solve it: All I'm trying to do is sharpen certain edges and corners. Is there maybe a way to do this without splitting polys and pushing verts in a haphazard way? Are there any general rules for corners that I need to learn?
Handing someone a puzzle like this would be very very difficult to solve. A box filled with balls and sticks, the balls having somewhat random-looking holes, and the sticks being seemingly-random lengths. Even if you color coded them by height or something, it would be near impossible to piece together.
I'm starting to block the propsing of the scene. It's quite complex and detailed it will take some time but that's an important phase for the rest of the project. In the meantime i'm thinking of the technical issues that I'll be facing and the way to solve them. I got some leads on how to process but for now, let's finish…
This is along the lines of what I was looking for: Thank you. & yes I am getting paid, LOL Mark! good one & I have to do this all the time!! even here as well.... Thanks everyone else for the important/useful feedback! This is solved as far as I am concerned, mods.
https://forums.unrealengine.com/development-discussion/content-creation/18356-modular-asset-lighting-problem?46269-Modular-Asset-Lighting-Problem= Take a look at this thread. Its hard to say what might be your issue but i think theres got to be something here that can solve your problem.
I get the same issue sometimes after using cap poly between n-gons. Usually I apply a Edit Poly modifier and reset x-form and it solves the issues. But I'm not sure it's the issue you have because it doesn't usually affect all the object, just part of it.
Hi.Using a tileable texture for the roof tiles would be better.Its less uv space and, and you could solve the size difference issue. You can use an another texture/uvspace for the 2 "side elements". It looks sweet to me though. *Edit - I would say the same for the wall textures.
I guess Unity was actually working on a vertex painter, that would have solved my problems, I think. Not sure if I would still need to write a shader, but they were working on a tool, but seems they never finished it :( http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-vertex-awesome/
That`s a rly cool idea, I was actually having issues with the runes the way they are now, clashing with some other ideas I had in mind, making those areas glow instead would solve the problem! Thanks again Wendy! :smiley: Will be back after some edits and polish soon! :)