It's weird Painter still doesn't have easy fix for this . Designer baker has "skew " mask option for example . You also can project base box UV on the floating geo ( if it's one sided ), bake object space normal map and re-bake it to tangent space in any 3d package. Sometimes helps with complex things.
To me all this shapes that you show here looks relative easy to (re-)create. The only thing that you most probably won't achieve is to be 100% equal. Since we don't know what settings, workflow and tools the original artist used to create them. I doubt it was Gimp though. I second Pior's wish here. Give us an example and…
I'm trying to learn some hard edge sub-d high poly modeling (mechanical objects). And I was wondering if there are any good tutorials for cleaning up meshes. I hope the following isn't too noobish. I want to cut a hole in my mesh (just making it a square for example ease). But I don't know how to keep the form without…
Say I have already calculated the TD of my uv shell, ie. I know its exact size and I know where I should be placing it, are there any tricks on how to position it precisely where I want it? For example, can I pick the top-left vertex as origin, and tell Blender to move the shell to a position where this origin will be 16px…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
Hello! I'm Nick Dimchev, a character/creature designer and digital sculptor currently looking for remote contract or freelance opportunities. My experience includes designing and sculpting toys, action figures, collectibles, miniatures and terrain for 3d printing and mass production. Currently focused on the board gaming…
Just a quick side note, if you wanted to go ask other devs (not on p.c.) say youtube videos or channels(as an example), about how their devs worked around these issues you might turn up some helpful, time saving feedback, that is IF they respond to it. Alternatively some peeps that have already fixed this could also just…
Thanks guy for the feedback, this helps me narrow down how I will organize my files for future reference, much appreciated. I should mention also that I'm trying to keep the Group's system in check, meaning I would like to know if using Groups is possible to keep my files a separation hierarchy to make things even more…
Basically if you have overlapping triangles at a pixel (technically a 2x2pixel area) the renderer has to consider all of them, which means it has to process that bit of the screen repeatedly It's not worth worrying about if the number of pixels involved is small or if preventing it means extra work, sacrificing modularity…