Alright, so I am unwrapping this piece, and I'm wondering which way is better: should I quick-planar that well top, or break it up into pieces and stack the shells? If I break up the shells, this will create more vertices, so I guess my main question is whether or not it's worth it to create more vertices in order to save…
Been a small while since I remembered to make any updates here! I'll make a more in-depth post about what I've been up to on my end shortly (in summary: learning basic PCG for the forest!), but in the meantime, here's the WIP video of our vertical slice that we presented today for a formative submission. It's structured as…
Hey, glad you got it working! I assume what causes the problem with average normals enabled, is that it will sort of merge vertices at same location (in order to average vertex normals on hard edges). With the inner shell not offset at all, it gets merged with the outer shell. Here is a screenshot of the cage preview with…
Glad it helps, texture atlases are a good thing to know how to use. To separate the different sections, I face-mapped the whole model first (UVW Mapping modifier set to Face) then with UVW Unwrap in Edge mode I selected the edge ring for one of the "boards", used the Edit UVW menu Select to convert the selection to Faces,…
The problem is more HOW you're smoothing it. Lighting when on smoothed faces is smoothed between vertices so where you put your vertices cab have quite an effect if one vertex is completely black that black will get smoothed across the rest of the face producing the glitches you're showing. you eithier need to * add new…
For a one time conversions, you also can simply export the skin data to a file ( see advanced rollout in the skin modifier ) and load the data back onto the skin modifier on the hires model. If you untick "Load vertices by index" in the import dialog , skin modifier tries to match the data from the lowres mesh on the hires…
If there are only flat normals loaded, and the whole model shares one smoothing group I can only guess a few things. Other people will probably know more than me but some possibilities are: In the modelling program you have a quad and the invisible edge is forming a ridge between two vertices but when you export the model…
Ah, I do know FBX supports per-face vertex color. It duplicates the color vertices, but not the mesh vertices. Kind of like splitting UVs. There should be no export difference using Editable Mesh vs. Editable Poly as your base, except the triangulation. Which is important for normal mapping, if you've baked one from…
The snap only works in vertex mode. But you can select all the vertices of a cluster (or activate the select element) and move an entire cluster an snap with one of its vertices. You have to select the move tool and not the freeform. I've never used the grid precisely, most of the time i enter the coordinates manually/use…
I have something like that in one of my script. I have called that the memory selector. You can add/remove some components selected and reselect them later. If you can't wait, you can download it here (the +/- buttons and the select/clear button) :…