In fact, simplified, the deal is to manage to merge those two forms, making the blue disappear under the yellow ... and by maybe auto merging the points on the border with a priority on the yellow so it remains preserved ... but I have no idea on how to do that ... :poly122:
Ah yes thanks for reminding the I could merge the whole row using merge down and then use the offset in the deformation palette awesome sure makes things alot faster.
Make sure you've merged uvs on your low poly before baking, I've forgotten to do that before and got some artifacting which was fixed when I merged and rebaked.
Marc Brunet is one of the most inspirational artists to me and I' decided to a 3D fan art piece of his work Shift's end a beautiful concept piece by him, this is a block out I'm currently one for the character in the scene, crits are welcome this is an overwatch style piece. Marc Brunet's artstation;…
subtool->merge visible this will give you a new tool with all subtools merged OR zplugin->transpose master-> TPoseMesh in this case you get a low poly so you can modify/move/scale all at once and then reproject changes onto originals
Working on this model based on concept art by Meri here: https://www.facebook.com/Meri-Illustration-Design-221038157993548/ Polycount WIP thread: http://polycount.com/discussion/183960/wip-female-gladiator#latest
For now, you will have to merge your subtools before exporting or merging your objs into 1 file in another 3d software as Substance Painter only supports one obj file at a time.
Thanks for pointing it :D But don't worry, it's even worse, the vertices are not merged haha :D I just do a fast merge before my renders, I'm sure I've missed more.
If you check the options for Merge Vertices, there's an option to change the distance threshold. After that, a select all verts and merge is enough to clean up any extra edges and faces you may be encountering.
Hi! Yes, like that (loop of selected edge). You can merge both halves together along one side, so you end up with one UV island. Here is an example on Sketchfab that seems to do it that way (you can check UVs in the viewer). UVs like that make it easy to simplify the model (LODs) without breaking them. Btw, I assumed this…