Hi All, I'm currently looking into my 3dmodel on how to setup my uv's. As its a big mesh with lots of parts and I would like to have as much texture res as possible should I use mirrored uv's? I have posted a link with some more info here on the subject. Thanks in advanced.…
Not sure I understand you correctly but if what you are asking is about moving individual rocks in one static mesh with a bunch or rocks the short answer is you can't. You'll have to split the mesh into indiviual meshes for the rocks. If this is not what you are asking for I think you need to give more details on exactly…
Hey guys, Working on a simple material for a scene and having a bit of an issue with the blend. When you get closer to the mesh (see gif below) the top material fades out. Been troubleshooting it for a while but not had much luck sorting it yet. Blending the two with a MatLayerBlend_Standard and using a World Align Texture…
Concerning mobile game development, is it better to have a ready combined mesh or a modular ones? (ex: Houses) Correct me if I'm wrong, but I think that modular ones might causes loads of draw calls on mobile platform which will end up in creating performance issues, What you think guys?
Hi, im working on haircards grooming and im facing with something unexpected . I thought when i rotate haircard mesh the Texture will automatically follow its path but instead od that i get this result:
Hi! I’m looking for advice on implementing a game asset like this. It’s a platform made up of several objects placed tightly next to each other, forming a single surface. I’m interested in methods to texture-paint such an object as shown in the screenshot. I want to achieve a seamless surface — say grass, a meadow, or…
Hello everyone! I Hope you're doing well in this insane 2020, pretty busy times are ahead. For this time I want to share the coming soon base mesh I will upload on the Marketplace soon. In the first months of 2020 I've realized that I had to dig deeper into the logic behind Retopology. I know how much it can be hard to…
Hey Everyone, I am kind of crowd sourcing ideas on how to accomplish a task I have at hand. Here is the run down, I have a client who produces vinyl graphics for UTV's and would like to be able to do some renders of the graphics on a 3D model of the UTV itself. I have been given the templates that are actual spline paths…
Hi there, I'm in the midst of trying to take a very detailed organic sub-d mesh and clean up the topology so it can be taken into Mudbox. What I really need is a (preferably free) plugin/tool that can highlight any tris or n-gons within the mesh, so I can go in and quad those areas before importing them to Mudbox. I used…
Hey guys, i have been a marmoset user for a long time. Since i updated my video card (from a 650 ti) some months ago i have been seeing this errors on high poly meshes. It looks like some kind of smoothing error or artifact. This screenshot was taken using the rifle high poly render example. The artifacts usually show less…