This is due to the way UV coordinates work. It's a linear interpolation from vertex to vertex, and you're basically trying to smoosh one end. All games suffer from this "problem". To avoid this, create a cone texture, and UV it flat.
Maybe it has something to do with the vertex faces. How can I send you guys the file? Would reapplying a new UV map reset the vertex settings on the mesh, or would I have to do it separately?
Latest version of Farfarer's Vertex Normal Toolkit has an option for casting a background object's normals to the meshes. It has a similar uses with Normal Thief script in 3dsmax. Useful for overall vertex manipulation for certain parts of the meshes.
nice sculpt ,and nice baking ,keep up for the texture check your vertex , its perhaps a double vertex not welded generally only for the the hard surface stuff ,but it could help for corrext some issue on organic models
For what it's worth on vertex blending, you can set vertex colors to mask each other and get essentially 16 separate channels. That being said, I don't really see the need for it here as this looks FANTASTIC.
#956 Operations can become totally useless at ANY point. Selecting a vertex is fine but at a random time it shall become pretty pointless because when you move said vertex, it will deselect everything. Requires restart.
Thanks alot Neox that was really helpfull so just to make sure i get it to fix it you should 1- Fix the Mesh and dont use alot of vertex in hight poly or increase low poly vertex count (Roundness) 2-Use 90 degree angle raycast and again thank you very much :)
For zbrush, you just need to export the sculpt with polypaint turned on. For xnormal, select 'Bake Highpoly's Vertex Color' under maps to render. Also make sure that the High Definition Mesh's options are not set to ignore per-vertex color.
While You should have terminated some of these triangles better, your issue can be fixed by editing the vertex normal. Here is a quick example I did: Same topology, just the one on the right has edited vertex normals.
The reference seems more grounded in reality than your textures. I'd expect most of the plywood to be the same size and rectangular just offset with maybe some patches. Ramps like this are made with plywood for the sides as well, but the wear should be very different. The wear also changes on these ramps from flat to…