Have you tried all the protocol procedures? i.e. -Reset xform -Seeing if theres anything wrong with the mesh -Merging two seperate scenes -Exporting,importing and trying again? -Checking mesh to see if theres any polies inbetween them etc etc ? What does it to exactly when you target weld?
I got the Atlas Texture fetching working and also the Textures itself are generated and assigned to the objects, though the UV offset is not yet implemented. Here is a screenshot of the current build: note that here it already compresses 99% because there is only 1 texture in use - so all triangle drawing calls can be…
I forgot about the hunter challenge and the piece I was working on so I'm going to merge the 2 project, working on the character, I wanna figure out how I'll pose him, and I'm going to make the scene a bit more practical for an actually level, right now its kinda one view.
Wow, a mention! Thanks hawken but the mere fact that you even mentioned my entry just shows how totally wrong your opinion is! (Not that there is anything wrong the other entries you listed) I'm really surpised that Daz's entry hardly got a mention. I had definately picked him for top 5.
@jocose: You're talking about the lack of smoothing groups or hard/soft edges for "in game" meshes right? I would imagine that manually separating the verts is an ok workaround. The only thing you'd have to watch out for is that when you export, your exporter or engine importer doesn't re-merge those verts.
Do you mean to actually connect the geometry like merging vertices etc, or having pieces in your 3D App separated (like a character with a belt or necklace)? The latter should be no problem, i guess most engines create a combined mesh during the export process, and you keep a better organized sourcefile. If not, just…
Yes. Did it to the high poly too just for arguments sake. Also tried altering UVs on the high poly as I know that can sometimes causes pixel artifacts but so far nothing has worked. EDIT: Merged the meshes into a completely new scene all with default settings just to make sure it wasn't anything I've done and it still does…
Found the solution. In the end, my scene setup looked like this, with the cube and sphere having shaders shdr_cube and shdr_sphere respectively: final_assembly.ma--- ref:cube_assembly.ma--- --- ref:cube.ma--- --- ref:cube.ma--- sphere_assembly--- --- ref:sphere.ma--- --- ref:sphere.ma These were the reference options. The…
You're going to have to merge the subtools if they're not already a single mesh, duplicate it, and manually offset it with transpose or the deform subpallete until the ends meet (do this for both ends). If the topology is already in place, then they should all match up well enough that IMM will be able to weld it. If not,…
Implementation of something like Eric's suggestion probably wont happen until the end as the goal is to make the game in 6 weeks, so we have to prioritize task really carefully, but we made a pretty simple solution which gets a little closer to the goal.. Just a simple world space texture. This at least makes the similar…