There is something wrong with this mesh and I can't figure out what. The uv's wont unfold correctly, I tried to clean up the mesh, I tried to merge the vertices, but nothing is helping. As you can see in the image below, the lower extruded part of the mesh is beeing unfolded properly. Any thoughs to what is causing this uv…
you can also try running around the level and screen record. then watch it later after a break and you might see some specific angles that speak to you, and you can do a quick 2d overpaint of a screengrab to test out some ideas what you could do there. since it is a vertical environment I think there may be opporunity to…
Is it a 34-inch ultrawide screen? If so I'd go with the size large. It offers enough space to restrict the active area to a strip that matches the aspect ratio of your monitor. Still possible with medium - but it gets pretty small/low resolution vertically on one of those. For a regular-aspect widescreen monitor a size…
HI thank you for the response. I agree more sides will help but then I am still stuck with the lines from the chamfer going up the cylinder when trying to create the sharp edges. I'm guessing i need to clean up the vertical lines somehow but am not sure how to...
There basically is no padding, as the UV's are on the extreme edge of that colored pixel. Padding will help relieve and give a buffer so you don't get any bleed from any neighboring colored pixels (black in this case). Either add padding, or simply try just moving your vertices on your UV shell up a tiny bit as a "buffer".
@DavidCruz Best to not chamfer the vertical edges of the cylinder as those wouldn't need to be normal mapped anyway. Something like this would've made more sense. But yes, totally correct on the fact that if you're limited to using something as low-res nature as this, avoid using sub-d, and simply chamfer your required…
If you bring up the midtones you can see what appears to be self-shadowing, so they could be dynamic, like a single sun/directional lamp with shadows on. The soft spots seem to be SSAO because the characters have them as well around their feet. The diffuse colors come from the vertices, with split polygons for the sharp…
IT NEEDS A GREENTOOTH ICON NAOW that's cool hey. Blender only currently displays total numbers of the entire scene afaik (Edit: I was wrong in this). It would be cool if the plugin could calculate how many in-engine verts objects would be, since popular engines like UE4 will split vertices into two where there're UV…
Envelopes and Voxel Solver are two different systems. Once you apply the Voxel Solver, your vertex weights are baked and the envelopes don't influence them anymore. When you apply the Voxel Solver, there's a checkbox in the dialog to hide the envelopes. To be able to use the envelopes again, you'll have to reset the…
You may be confusing explode baking with not being able to bake due to massive polycounts? Zbrush still exports vertices so if the tool is 20 million polys then this is what the baker is loading. The higher the polycount of the high poly mesh the longer it will take Substance to bake. There is a limit to this and if it's…