aha, thanks for your help @musashidan, i did a fast unwrap to just see if anything would work at all, i didnt want to spend time on it for a test, i can work on the uv mapping and put in the uv splits to match the actuall object splits. i can reset all transforms that is ok and all more geometry but i hope i was aiming for…
Always awesome to see people using Blender :D . Generally the way you want to approach any hard surface object is breaking everything down into its major forms and considering every large form as its own separate object. Depending on the level of detail and quality of animations you want, you may want to create more…
Probooleans retain all of their individual operands as live, editable objects. This makes it easy to go into each operand and reduce segment counts, remove tertiary details etc. Note how this is still a Proboolean object and we haven't done anything destructive. Now our problem is unwelded verts, n-gons, and concave…
If some of the array scripts floating around scriptspot can't get it done then I would probably do... 1) Hand place each one, it might be laborious but it might be faster than trying to find a way to do it procedurally. 2) Use particleFX to populate the surface of a egg with the custom particle shape set to one scale mesh.…
Practice. Photoscan and Zbrush can't touch some of the things you can easily do with Substance. But combining all those tools, you can relegate each to what it does best. Need a specific pattern for some tiles? Zbrush or Photoshop it and import into Substance. If you already made a tile Substance, great! Just plop the…
ok,so after some test this are the results that i've got . here you can see my model,with diferent types of edges(smooth,hard and avarage).i did them as this:unlock normals,set normal to faces and after for each individual model i set avaraged edges or hard edges or smooth edges. As you can see i get some wierd shadows on…
Been working on the low poly model, its far from finished though. I really dont have much experience doing low poly's, dealing with smoothing groups, uv's and baking. ive pretty much just modeled stuff.. I've been doing small tests on parts of the model to figure out how it works and its been driving me :poly127: after…
I have been using a similar technique on square joints where I make a highpoly joining strip that is co-planar to both the parent objects and just do my sculpting on that. Its faster and cleaner with the added bonus of not needing to sculpt on the entire object making it lighter weight. Also, when I decimate the sculpt…
You can use UDIM unwrapped models in games too , just usually have to make several sub-materials, one for each UV tile. I have even seen a script for 3d max that could do it automatically for UDIM unwrapped objects. In fact UDIM is just a naming convention that makes some 3d soft to load textures automatically without…
A few things I regularly do in Blender but never figured out how to do in Modo Indie. Maybe someone could correct me if I am wrong 1. Face weighted (rotated) normals . There is just a button in Blender and in Modo I heard it's a 3d party script not working in Indie 2. Normal Theft , or attribute transfer . UV transfer etc.…