hey everyone! I need help with texturing my spaceship for unity3d! the goal is just 1 single black material which should be shiny / specular. I'm working with c4d. my problem are several polygon planes, the shininess there is cut in half. how can i fix this? ( I'm sorry for my bad english)
Hey everyone, I am looking for those fantastic Stanford 3D models but for real-time. Does anybody know where I can find those nmodels like Happy Buddha, Stanford Bunny, Dragon, Lucy, etc... but in low polygon resolution with normal maps ? Thank you very much !
Hi. I have to uvmap a model (kind a yoyo, which cord is a ribbon) having two main states: one in quiet (ribbon coiled) and one extended. Do I have to model two sets of polygons for them and map in separate sections of the uvmap, hiding and showing them accordingly to the respective animation? Or what else?
I use same modelling techie as in this video https://youtu.be/3rlMzsBWtPY?t=130 But instead of shrink wrap I use "data transfer" to transfer vertex normals . It works perfectly well usually . You can do a rats nest of polygons and edges, super tiny and chaotic but once normals are transferred it's perfectly ok usually .…
You're wasting a lot of texture resolution by leaving your lowpoly pieces as separate shells. If you can't see part of the mesh in the final lowpoly you shouldn't have polygons there. This kind of construction also causes problems with lightmaps and other systems in-game.
I was going to say it's a Normal Map seam issue, but you mentioned it's happening NOT at the seams, but on random polygons. Hmm, the only thing I can come up with is that it's an exportation issue? What format did you use and options did you check?
Looks like your problem might be due to that whole area being soft-edged. If you have a 90 degree corner between two polygon surfaces, you should really consider hardening that edge. It'll solve a lot of shading issues.
I'm thinking that a lot of his hair since its shorter and closer to his head could have been a polygonal mass instead of cards. Then you could have a couple outlying cards to add some wispyness in places and to give it some transparency.
Polygon groups dont matter, in the end it all comes down to the on card vertex count. if you feel like splitting your mesh to simplify the UVs or for animation or any number of reasons, you can. Just keep track of the on card vertex count.
- yes you can, max is not only for low poly. - I haven't seen too many do this, but likely to get a more even distribution of polygons. Don't take my word for it. - you do uv's on your low poly, not high poly