worldcrafter
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Everything posted by worldcrafter
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how would further reduce the poly-count of an already textured and retopoed mesh? its already quite low poly, but how can i make it even more low poly? can i perhaps do a kind of 2nd retopo? if so, how? ty
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Thanks, i changed export preferences for maya/blender instead of 3ds max Its all sorted now - this thread is really messy - Why cant i delete my thread? (allowing that would make the forums much tidier)
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How do i do that? i inverted the normal map (not the green, dunno what that means) and the models lighting looks a whole lot better, but the lighting seems are still there
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I managed to make something that didn't have visible seams ( By making it higher poly), but what ime more concerned about, is the result in unity It's not lit properly - it doesnt have that seem in 3d coat
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sry i misenterpreted ill upload tomorrow
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OK ill share my project its a rock wall... oh but its a load of crap cos i cant uvmap and retopo it
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Ur a moderator, why r you joking around instead of helping?
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Here is another (and better) example - and when i merge to normal map i get nasty stuff where the seams were and in unity u can see where the seems where
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I don't get what you mean about moving the seems inside, how do i do that?
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Sry, i jus thought it was possible - Ive never seen it done in modelling software, but have seen cloth and large leaves with different textures on each side in games. "metasequoia" (modelling software) can make a one sided face, or double sided face - i thought, on this principle, it was possible, but I Havant found a way yet.
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No, i mean being able to paint a diffferent texture on each side of the polygon
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I find it is usualy the other way round
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I Havant used 3dcoat much and ive been trying to retopologize and uv map without success. ou As you can see i'm wanting a very lowpoly model, if anyonne knows of someresources that would help me with this I'd like to know The UV's are a disaster and I Dont know how to tweak the uv's so I can get rid of these nasty seems. These look like the most important things for me to learn, so if anyone can help me out, that'd be great
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So is it not possible to uvmap both sides of a polygon in 3dcoat?
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I found transparency does work just not with the format i was using, png transparency works fine
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How can I uv map both sides of one polygon in the retopo room? also how can i paint transparency from a material on a layer (although that isn't the main aim of the topic) thanks
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How do i uv map both sides in the retopo room?
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I dont understand why "the following link" takes me to this thread
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Cheetah 3d looks awesome - shame I don't have a mac ): I will change the question How would i go about making detailed 3d grass and ground cover that i might export as a model. BtwIf i where to just paint some grass on to a Super low poly(15 tri) mesh, how would i make the grass texture in the first place.
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not necessarily modelling - just making. SURELY, SOMEONE knows about putting realist grass and ground cover in 3dcoat
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How would i go about modelling this in 3dcoat?
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what's gone wrong?
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thanks for the help guys
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This is what i came up with Its aright, but not really quite the same quality s the ones in my above, any ideas on improvements?