Long thin triangles are always something to avoid, but otherwise maybe check your vertex normals and/or smoothing groups (assuming you're in Max) or hard/soft edges (if you're in Maya). I've had this problem in the past as well, but I don't recall what/why/how at the moment...
Thanks Sworslayer I will have a Look at voxel grids. Greentooth thank Someone piostet a good solution for keeping the vertices. http://www.scriptspot.com/forums/3ds-max/general-scripting/distance-store-three-nearest-vertices-to-given-vertex-getting-crazy-d#comment-38156
Thank you! I made a blockout of cubes in Zbrush and started sculpting a blockout from there. I'm going to create a post for the whole project soon if you want to follow it. Again, thanks for the kind words and your advice! I'll probably be doing that through vertex painting in UE4 :)
This is awesome. Love how the design and repeated construction-themed elements have enough variation. Assuming you used a trim sheet or two like your other ships. Can you share flats? Curious about your layout and blending methods... vertex color for blends?
great individual assets! seriously beautiful! I feel the whole scene still feels a little empty and disconnected, lower pavement walls and maybe some vertex painted dirt and debris on the floor and lower walls to blend it all together would make it more like uncharted?
Hmm not quite sure what is causing this. First thing that comes into my mind is the merge vertex operation in the script, but that one works on a 0.01 value, which is super small. Can you send me your mesh (or just a part of it) for me to try it on ? Thanks and sorry for the inconvenience ! :/
I tried to use snap (to grid, because to pixel is relative to an image I think), but it does not snap to other vertexes in uv editor. I am using Freeform mode to scale. I don't mind doing it by hand, I just wondered if there was a more automated way.
Switching the mode from track specific image/UV pair did nothing? Regarding the tangent display, if you open the viewport's display options, under the display mode tab there's an option for 'vertex colors'. You can switch that to 'never show (use material)' to get rid of it.
Computron yeah no problem- many objects have surfaces that don't conform to isometric views. I am frequently moving verts around or cutting in details where I have to tweak vertex positions on all 3 axis to get a continuous flow- that is messy and time consuming.
ya can be a good practice to give your walls and other flat low poly thigns a few divisions for both tessellation and so you got more verts to carry data for the shader, such as if you wanted to bake AO to vert colour, or use a vertex blend shader.