Hi, I want to create a macro for "r_TexelsPerMeter". "Enables visualization of the color coded "texels per meter" ratio for objects in view. The checkerboard pattern displayed represents the mapping of the assigned diffuse texture onto the object's uv space. One block in the pattern represents 8x8 texels. Usage:…
Hey everyone, I am fairly competent at 3d, I can make fairly basic objects and shapes but I want to get better at it. I have tried making weapons before but I always seem to get to a point where I get stuck. Does anyone have any suggestions for good projects to work on, specific items and objects? I am looking for…
It's a glitch for sure. I would rise a support ticket , they reply within a day usually . Also I would try to switch to emitter rather than hairs and set object type: reshapable proxy in object properties ( orange square) if you need it to scatter things on something I'd rather try Geometry nodes over hairs. BTW i don't…
Turn off Snap. Snap overrides the gizmo completely, allowing you to snap from one element on your model to another in the scene. Oh wait, what size is your mesh? Go to the Utilities tab, choose Measure. If your object is insanely large or miniscule, this can cause lots of trouble. Choose a reasonable system unit (1cm or…
I've got quite simple issue there. My models can consist of hundreds of groups and separate meshes (instanced details, parts separated for convenience of editing and so on). The thing is, though, that I'd like my object to consist of a single mesh when I'm ready to use it in an engine. Unity is a particularly useful…
Hey guys! This is a little game enviro i've been cooking up in my spare time over the last 4 weeks. I have a placement coming up at the end of the year to work in games as a 3D artist, and the guy who offered me the spot hasn't seen any of my work yet, so i've been practicing my butt off for all the obvious reasons!…
Or you can just bake unique low res texture atlas for a big shared distant lod. The one combining distant lods of many objects into a single one for less draw calls and total number of objects in a frame. I recall we did so in late 90th in my first game job. Not sure why this technique has been totally fallen into oblivion…
If I would like to make zipper in maya and later bake it in as normal map and object's edge flow doesnt fit the pattern(I mean fore expamle, sometimes edge is lower, sometimes to much to the left) so I cannot simply extrude,then how I should do it? I tried to use separate object based on curve an LP model but it didn't…
What version of Toolbag are you using? I believe there was a bug related to groups or other null objects that would cause a crash within the baker object, but I think that was resolved for 3.06. We're releasing 3.07 today as well so you could try that. I tested this file in 3.06 and 3.07 and didn't see a crash in either.…
Ah I think I see what you're seeing with the color, it looks like texture compression artifacts. On export, the textures are compressed to jpeg format to keep the file size low/improve loading times. If you set the quality to unreasonable it will use the best quality compression. Also, try setting the tangent space object…