@derphouse Some early critique for your addon (haven't tried it yet). The unreal / unity preset is it for green channel only? Could it instead be "invert green channel" checkbox it'd make it easier to understand. Let's say I work with Blender - Marmoset - UE4, I bake with default blender's or marmoset's settings so I have…
Hi, pior said: No problem, Edge padding - http://wiki.polycount.com/wiki/Edge_padding When a game model uses a single texture sheet (Texture atlas) the image will have areas that are used for the textures and blank areas between them. The used areas are often called UV shells, and the blank areas are often called gutters.…
metalliandy: I really think you don't get it, though. Unless we're all misunderstanding you, ofcourse. When you break edges, you need to break the uv's along those edges as well, and move them apart a few pixels. This is documented well on the Polycount wiki, which is in my signature. I wouldn't bake something hard-edged…
Okay, I don't care what the hot keys are. That's easy to adapt to. What I don't like are the nonsensical changes made to the basic interface, like removing functions that simply should still be there. Such as the node editor. In 2.4x, you would click and drag to delete connections, nice and simple, and I remember i figured…
I have made a tutorial on how to generate pre-rendered sprites (like Donkey Kong Country) with Blender Cycles and Shadow Catcher and then play those animations in Godot Engine depending on the key input pressed (script included): https://blender.stackexchange.com/a/117394/23134 The result: Kenub: yes the pointiness doesn't…
Heya, There is a distance setting in the Blender UV tools that I assume you've found already (obviously), as it is right there in the options for UV>Unwrap and UV>Pack Islands. It goes from 0 to 1, with the value being (I think) linked to the averaged size of all current islands. There is probably a clever way to convert…
Strangely enough, I cannot seem to reproduce yesterday's bugs now. I've tried with three different types of blocks (with NGons, triangulated, and with its bottom slightly offset in regards to the cylinder's middle edge) and all of them seem to come out correctly. Attaching the scene to this post anyway. Sure, a little…