so different vertex color means different material instances being applied to that specific vertices is it? If its twice as tall as it is wide, does that mean i can make it vertically beyond 0-1?
I cut out the door shape. I still wonder what to do with vertices that are not connected. I used boolean for cutting out that shape, which tends to adds some unwanted vertices. I also added support edge. Is that okay this way ?
There's a set of normals and tangents per vertex, and a UV-split will always mean that new vertices have been created. So what he is saying is that what you're doing is just modifying these already created vertices normals without actually adding anything.
Map them 0-1 on the X/U so you don't get a seam. Then tile vertically as you show in your sketch. If your engine supports it, do a 1:2 aspect ratio (tall rectangle) to help minimize tiling vertically.
I need normals of border vertices on object A to match normals of vertices in same coordinates of object B, basically to fix the seam without affecting object B. Tried noors normal thief and it does almost that, except there is still a small split that prevents smooth shading. Interestingly enough is that in-house tool…
ok in further investigation it seems the problem is caused by missing TVerts. it seems the amount of TVerts is set by how many verts you have in the uwv's (for example by breaking poly's on unwrap uwv you get more) now, by needing all vertices in the mesh including redundant ones (num tris * 3) instead of actual all-welded…
Could it be you still have some ngons there? It's possible the double vertices might not have been welded - one global fix is to select all vertices - detach components (this splits them) - then weld all of them.
What do you believe the difference between a face and a tri is? A tri is a triangular (3 vertices) face. Do you mean tri and quad (4 vertices)? EDIT (to be more helpful and not only seem smug):
after checking n-gons and smoothing groups if you still had bad shading, you probably have detached vertices there which sometimes occurs after you add new vertices by cut tool..
yes whargoul thats pretty much it. if the value is 0 the length will be projected on the line, else it will take the vertices that are next to the most outer ones and move them with given distance on the line, the other vertices are always projected.