i mean how are you creating the road and what are the issues you're trying to solve? it's hard to tell from the attached screenshot what you're trying to achieve and what's not working
Generally what you want to do is not solve those problems, but avoid them. By blocking out your model properly before moving to the detail stage you will know ahead of time how objects intersect and thus be able to give each part the right angle and topology to support later boolean operations. If you don't plan this out…
My problem is that I've asked questions about triangulation and game modeling on the forum before and learned a lot, but I've actually encountered an error I can't solve. I've configured my model's UV, Normal, and topology correctly. But I'm experiencing stretching in my models. I'm investigating the cause and how to…
Hi, it's been a while since the last update on this project. I've been mostly learning blueprints and creating systems like crafting, stamina, items and so on as well as exploring gameplay mechanics. This is without a doubt the most challenging, fun and entertaining project I have ever embaked on. So after a while of…
You can use the right click quad menu to freeze/unfreeze vert/edges/faces. I know pelt refuses to work if there is a gap in the pelt seam(s). I think ever open edge needs to be surounded by pelt seams? Did you do point to point seams around the open edges, like the eyes? When I pelt I normally skip the point to point seams…
little update on the part of getting something to show up when painting: I got that part working, but I can't get the color to properly transfer from the mathematics to the painting part of the code; in theory it's simple, but the practice seems to be quite hard. the problem i have right now is that I have to store an…
Good idea! Definitely solves some problems we face. But for such a niche tool thats doing a very specific thing, i would prefer it for it to be an addon for my dcc software rather than a standalone tool. Do you have any plans on that?
It seems reasonable to me, I don't see wasted geometry. If you go through with a fine comb you might find some edge loops here or there that you could delete but I don't think that is going to pay you back meaningfully for the time. I think rather than try to guess what is perfect, try to find the max and min. To find the…
Floating geometry is absolutely not cheating. It saves time and delivers equal results, for all situations it should practically be used in. It's working smart. No use pushing yourself to solve a very complicated puzzle that doesn't need to be solved. Unless, of course, you want to solve it.