I'm trying to combine several meshes of a low poly model to be better able to UV-unwrap. There are more than 100 small meshes scattered over one large mesh. See this screen (part of the whole thing): I would like to have one continuous mesh with somewhat decent topology to only have one UV-island in the end. I have tried…
Thank you for all the suggestions! I see the benefit of using macro normals, but I still haven't given up on the idea of one continuous mesh for grout and tiles. I have found a cool script for blender that automatically vertices at the intersection between two meshes. I'm trying to find a way to use that along with clever…
it took me a while, but I managed to get a continuous mesh like I wanted. I ended up using a boolean operation to fuse tiles and grout. I had to clean up afterwards manually, that why I reduced the tile number to 42 (from 180). The overall process was this: - sculpt hp meshes of ~15 tiles - set up particle system to place…
imgur has deleted a lot of images. If you google search a thread title from polycount, sometimes google images will have cached images from the thread.
Damn, it's 2024 and the link is broken, anybody that can explain this trick? or is just a simple tiled normal map with random colors? O_O will experiment with this meanwhile, gold stuff
Restored the images for you. They were using http: instead of https: and this became a problem recently because our forum host thought all images MUST use https: which is fucking stupid but that's what they're forcing on us. :(
Thank you for your replies! I would agree with you for modern, well-kept roofs. However, I am going for an old, rundown look. I tried the regular, repeating pattern and it just doesn't look right.
If you want to break up tiling, doing it with the textures is typically a better approach. Tile roofs like that are very regular in real life, adding more variation and for for no reason is a bit silly. If you still want to add a few skewed ones, make it tiled first, and then randomly tweak a few tiles by hand.