My fiance has many a time left the cover up. I always tend to put it down by habit. Unless you leave it up with one of your floaters in there stinking up the place, I don't get why it's found as offensive to anyone...
You can very easily add some support edges on the lowpoly mesh and get out a nice highpoly without that much work. Then use floaters for bults and stuff like that. I think the difference i huge with of without normals. Lycka till! (:
perhaps Customize, Preferences, Viewports tab. Change the value of Non Scaling Object Size to be smaller like "0.1" otherwise working with the transform type in floater [F12] can be useful in that case as well because with the spinners there it responds to the global spinner precision setting.
yeah i agree. i started mine and have floaters galore. hahahaha. but this seems be a situation where one would learn more. may i ask how you actually started? extruding edges out from cylinder edges? then patch?
You could use floating geo to get the placement down quickly, then at the end when finalizing the mesh chop the geo up and merge the floaters in. This may suck depending on how many holes you need, but if its just a few it should be easy.
Turns out the problem had to do with exporting meshes using OpenSubDiv. After that was fixed, everything baked noticeably faster, and with much better results. Here's a comparison of the three bakers i used. (I forgot to include the screw floaters for the sp2 bake)
thanks pmiller001! I usually dry fit things to make sure they work, then figure out what I need to do to best make use of local transforms. but if you're asking about floaters, there's only a few. this was a modeling exercise from the start.
My problem with the UVyou're presenting is why not just make the sticker as a floater (separate mesh floating above your plug)? You won't have to rotate the texture awkwardly which loses a lot of detail, and the sticker mesh could be as simple as a flat quad.
For something like that you would want to use a floater decal. SO you would take the text off the wing and put it onto a flat plane with some alpha mapping for the text and then lay that over the top of the wing where the text would go.
Alright, so I'm almost finished with this microphone, but I'm having some trouble figuring out how to create mesh. I tried using floaters, and got a pretty convincing look, but I think it could be better. if anyone has any ideas I'd be happy to hear them. Thanks!