Hi,I cannot seem to figure out how to evenly space vertices along an edge without deformation. When i use the "space" function with Loop Tools I get unexpected results, the mesh is deformed and is unable to keep its direction. In Blender this action is very straightforward, when you select an edge and use the space…
I want to remove those edges along with their vertexes but It only deletes the edges and some of the vertexes then selects seemingly random edges afterwards. This has never happened, I have deleted by history and restarted numerous times.
Hey there! I try to bake highpoly cube to lowpoly cube with 1 edge on the lowpoly cube, and t tried with merged uv-s, separated uvs, hard edges on uv border, but still getting seams at the edges in the engine. Question: Can somebody show me (or it is even possible to make) a lowpoly cube with no bevel on the edges and…
I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
Thank you for your advices. I test rendered it with basic texture and it looks good. I'm creating a set of these stone lanterns and I'll keep in mind even density. I've got one more basic question about edges. In past I ran into problems while baking onto low poly with steep edges and I started to bevel them but I am not…
lets call it support structure, not necessarily support loops in the sense you would use those when you do not use creases. its just needs a little different thinking about things. you need to keep in mind that the edge quality is dependent on the surrounding geometry, to have consistent looking edge quality you need a…
Does anyone know if there is a tool or technique I could use to make a triangle from 2 selected edges. I would normally use the append to polygon tool but selecting edges is really fiddily. I've also tried extruding the edge, collapsing it and snap it to a vert to manually make a triangle but it's not always easy to do it…
I just baked a segment with edges given the 'harden edge' option in maya and the normal map came out much better, im slightly confused however but after watching some videos if I understand correctly I should smooth all the edges except the hard ones? I was under the impression you wanted to smooth the entire mesh.
i think it's just considered a bevel? you could create it by doing a bevel on the edge and then merge the ends. If some parts have to be slightly concave or at a specific angle you can adjust edges/verts manually or use a boolean. Is the name important because you were wanting to find the right tool to help make it?