Ilo thanks for your answer. But i needed those additionnals edges to keep the hard edge on the bigger object. I solved my problem earlier today by adding more sections to the floating geometry. Smoothed it to level 1. Than matched the bigger object. So thanks Ilo for your explanation anyway.
Giving the thumb holder another go, as my topology before all around the object was pretty horrible. old attempt ( was ok but detail lines starting messing things up on the left of the object, as well as the other side of the gun) New try Any ideas on how the topology should form? :S Thanks!
One way(probbably one of the longest :) ) of doing it is to just pull the line with aproximate number of points(vertexes) needed,and then select line,switch to vertex mode,and reposition the vertexes one by one. I've used it when i had to draw the precise of some objects,objects that we're too big to fit in screen.
Llama, I think you mean object space. Tangent space is the widely used version. Object space can still be used on things that don't have any soft deformation with proper engine support, but the need for all surfaces on a mesh to be uniquely unwrapped makes it less appealing for typical game assets.
imho the wheels are too flat right now also i seems as if the back wheels are separate objects, you could easily save a few tris there by making them 1 object with just an indent in the middle. maybe try something like this: (the backs on this are flat like yours because they're not seen that often)
Well, unless it's a problem with the geometry of each individual object, I didn't think it could be a problem with additional faces, since I left small gaps between each primitive object. They're just boxes, with small chamfers applied to all edges: I thought it was a problem with my import / export settings:
In Battlefield Hardline on the Downtown map, at objective D and across the street from objective A on the side of the LA Natural History Museum. Both directly reference "Green tooth" or "Greentooth" alongside the Polycount logo, perhaps the only ones known to do so. The third one can be found on Episode 9 of single player…
When doing game retopology for, say, character clothing, is it important to maintain continuous united mesh for a cloth and accessories if they are connected? Or it's not important and i can just retopo all objects separately and then just create 1 uv map for everything? I'm just asking, if it's important in any way to…
Hi, I can't get a good effect with reflection probes. I'm doing an underground station in Unity 5. It's a big place, so for this reason I need many probes. I split the platform to three meshes, so they get the nearest probe. Unity mixes probes - a single object gets a single "mix", according to object's pivot. It causes…
is it possible to batch export many objects out of max as a set file type, witht the files being named the same as the objects name? i'm doing sime tile sets for my game and i get like 20 pieces done in max then exporting selected for each one becomes a pain in the keister. using max 10 i tried one on scriptspot but it was…