Off topic: Is it me or the name of the plug is close to "crap" in chinese ? Oh, and it shows edge loop adding, no polyflow changes (topology changes). I believe we are still stuck with the vertices order curse.
What engine are you using? I know it's iphone bust must engines come with a terrain maker were you can just paint the vertices the green or brown texture. A lot of it depends on the engine.
Have you tried average verts? Select verts > Shift + Right Click > Average Vertices Sculpt Geometry Brush? Under sculpt parameters you can change smooth strength, scale falloff.
Ah sorry, I guess I'm being unclear. I'm talking about rotating the object in space but pivoting on one of its vertices not its object pivot, not orbiting my camera around the object.
yes, kdr, but that op doesnt cost you anything, because you dont have to multiply all your bones with it. And you need to transform your vertices to camera anyway... so it's basically free
and just remember how most bark grows it's a vertical thing :) not usually in rings horizontally, it can swirl as it goes up, but try not to make it just circle the tree or branch horizontally. my .02 cents.
Hey guys, I decided to play around with tesselation. My displacement is only working vertically, however I need the bricks to pop out the side of the wall. I feel like this should be an easy quick fix. Any help would be hot!
Yes, the lowpoly is just simple boxes. None of the individual box vertices are connected either. Here it is in blender. And here it is in unity with just a plain material, no texture, normal map, or smoothness.
Thanks for suggestions! I'll search some nice references about how attach a rail on a vertical wall, for support pieces around the platform I have already a few ideas!
alz: i wrote a script a while back that snapped vertices within a tolerance to the nearest current grid unit. i'll see if i can dig it up (or re-write it)