Using the same texture on multiple models isn't being modular. It's a good practice and saves texture memory, but it's not modular. Also as Cholden said, your wooden board shouldn't be diagonally positioned on the UV. That's a huge waste of space. Instead you should make it horizontal/vertical and then add more plank…
It might be because it is an "open edge" - an edge with a polygon only on one "side" of it. Check that the vertices it's attached to are welded together and there are no seams. An easy way to check would be to slap a Meshsmooth modifier on it, and see what happens to the geometry around that edge - if the shading goes…
[ QUOTE ] I was wondering though, is it a problem for game engines if there is intersecting geometry? [/ QUOTE ] No. But if you place all the vertices for two different in the exact same position you'll most likely get z-fighthing (quick explanation) which is damn annoying to watch and a definate immersion destroyer.…
thnx for the replys clip release, umm is this part number 2? or is it this what you can see on this render near the hand grip that thingy :O http://www.apollostudio.nl/badname/pics/wire.jpg here on the left bottom Is that "hole" ,shown on pic #2 of the first post, right? Damn wished i had the gun... btw do you mean with…
i think youre always gonna have some stretching with something like a head, that or millions of seams http://www.bobotheseal.com/temp/other/head_example.jpg this helped me out quite a bit and seems to be a pretty standard way of unwrapping head for the lips i think it would look fine if you (its kinda hard to explain) move…
No, that is for booleans. I mean the 'Plugs' feature of Meshmachine that deforms an object to the surface of the other object and insert the geometry. I know there are some scripts like mesh insert. But they require you to select polygons, I would like to insert the geometry everywhere on the surface like Meshmachine. So…
you can delete the faces inside of sleeves, cloths etc if the cloths will always be visible. a little overlap can prevent seeing through the gaps between separate meshes. you can combine the meshes along with the skin weights. but boolean operation will break the vert order which will break the skin weights. any mesh…
Thanks, so does vector displacement map offer some advantage over "standard" displacement map besides the ability to move the vertices not just up and down but also to other sides? Like for example it take less memory etc.? In other words, if im able to get the right result with just displacement map, there isnt any reason…
I think you understood it wrong: i didn't split the vertices - i just split the UVs. The verts are welded together BUT: I programmer told me some time ago, that the model is split by code where different smoothing groups hit together. Means: * 1 smoothing group for whole object: no vert splitting * 1 smoothing group for…
Now I'm all mixed up: Are polygon quads, tris or vertices counts? + If we have access to render all of those polys now, woudn't it be better to use that power to render real time reflections with models from the last generation poly count? I really don't think more polys per character are really necessary at this point,…