i think the b cone would be best. cone a needs plenty of smoothing groups the look smoothed without over-smooth the cone end. something like face a smoothes with b, face b with c and a, c with d and b. uv space uses the same vertices as the normal mesh and 2 vertices more for the seam. in cone b you can smooth all group 1…
AEON is/B]may become[/B/isn't/has been a first person singleplayer survivalB]suicide[/B horror game set o- -You don't care about survival do you? I read you and I see only one thing: Fear. Fear that this will never end, this cycle of death and rebirth, of lifeless immortality- B]Promotion Feed[/B Teaser Trailer:…
Very cool like the vibe, mention of loony tunes and space/scifi western in the same string already brought a smile to my dial, will definitely keep an eye out B)
Hello! I have a 2048 texture for large object A. I also have a much smaller object B. I will have object A and object B appearing many times in the level. There is room on object A's 2048 texture to hold object B's much smaller UV islands. If I was to texture object B separately it would be half the size or smaller than…
Come on. :) I'm pleased to chat. When I click on the links, the pictures opening separately. And on the polycount, there is an empty window. It’s interesting that the polycount or deviant art has changed. p.s. I did it! B)
Hi, I am currently trying to mix vertex normals of an object A and an object B. This is how I try to do that: - select A followed by B - Mesh -> Transfer Attributes (Normals only, World) - select B - Mesh -> Paint Transfer Attributes Weights Tool [] - paint the desired weights on B While transferring the normals from A to…