that link won't help you anyway - the thing getting fixed was superceded by other engine changes. from memory I don't think you can set the priority/order on a per material basis so you're gonna want to split this into separate meshes or modify your decal sheet. I'm not sure which option is best for your use case - pick…
PolySmoother v1.1.0 Update Released What's New: + NEW Selected edges are now displayed when Preview Edges is enabled + NEW Isolate now works in Vertex and Edge modes too - Improved Display Edges is now up to 300% faster - Fixed critical bug that would cause smoothing color to not update on Max 2018 Windows 10 - Fixed…
What the hell is this? Cheese on toast? Butter? Oil? Herbs and god knows what? Fucking egg? Egg! Get sone good quality cheddar, slice it thinly onto some sliced white that’s already been toasted on the other side, add a dribble of Branston pickle or a few drops of Worcester sauce if you really want, and shove it under the…
Hello! I am finally starting this thread in Polycount. SHIFT is my final year project at university. We are producing a game cinematic trailer and I would like to share some progress here as an environment artist and hopefully get some input from artists outside of school! I will be working on the environment assets and…
In general: hard edges require corresponding UV splits for padding but UV splits do not require hard edges. Hard edge placement is about controlling low poly smoothing behavior and baked normal gradation. UV seam placement is about optimizing usable texture space while also limiting texture distortion. Bringing the two…
Look into edge decals and distance field material blending. Right now the meshes have pretty sharp edges and sharp (i.e. no) blending between adjacent surfaces. Maybe look into edge damage or at least chamfer some edges here and there. Also, even though poly counts (!) are not an issue anymore its still a good practice to…
I went back and removed all the edge loops I had placed and started marking the edges I wanted as sharp, while using the edge split modifier. When that was done I set the subsurf back to catmull and put in edge loops to tighten up the edges. Everything marked as sharp while subsurf was set to catmull really curved the…
Thanks i added more Geo but i figured it was my cage doing that result for some reason I have legit-ally been on this single piece for around 2 weeks now its so frustrating. I would like to get some concepts straight if anyone could chime in and answer i will be eternally grateful as I am ripping my hair out at this…
If you have more than single smoothing group, every next is making hard edges. And having to deal with every split normals on every border between smoothing groups sounds like a bigger task. In this case every edge where two or more colors meet I will end up with hard edge. There is a way to have smooth groups and at the…