Tread3a.zip (75.7 KB, 259 views)
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169
08-05-2012
, 12:38 PM
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thanks dave, I owe you a beer lol
EDIT: Is it better to keep those 2 teeth as separate objects ?
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Last edited by Creck; 08-05-2012 at 01:00 PM.
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170
08-05-2012
, 01:50 PM
The thin red line
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I would, you can if you want but I have added some edge loops I would just parent them to the main bit.........dave
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08-05-2012
, 01:54 PM
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Or combine them if everything is smoothed
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172
08-05-2012
, 04:24 PM
The thin red line
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Creck I have had a closer look at the mesh and there are some ngons that are caursing some stretching you might need to clean them up and do another projection.........dave
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08-05-2012
, 07:57 PM
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I will take a look on it, but now have to do a lot of stuff to school so, hetzer has to wait a bit....
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31-05-2012
, 11:12 AM
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Hi mates, at last I got a time to continue on this project. However, I'm currently trying to solve "problem" in UV text editor...once I move one object above other, it will automatically return it to default position...how could I turn this function off ?
https://youtu.be/oW6D8gk-cu8
Creck
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31-05-2012
, 12:19 PM
EduSciVis-er
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I didn't even know that was a setting...
anyway, google tells me: Tools > Move UV Shell Tool > option box > uncheck Prevent overlap
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31-05-2012
, 01:00 PM
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thanks stwert, due to school i'm so brain-washed that didn't even realized to check google lol ...
well dave, i've fixed ngons and just 2 tris left on the mesh but still can't figure them out, moreover could somebody of you check it, 'cause I don't want to spend a time doing projection until I won't be sure that it's done correctly....
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tread04.zip (77.9 KB, 277 views)
May the good times and treasures of the present become the golden memories of tomorrow.
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31-05-2012
, 01:35 PM
The thin red line
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A few tri's should not matter that much so long as they are not stretching the texture.............dave
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31-05-2012
, 03:06 PM
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Jon,
Do not get all bent out of shape about a couple tri's. I already showed you in the corner of your tank that triangle is part of the shape of the tank!
Also, even though any ngon can be easily cut into all quads or all quads and exactly one triangle, on a planar surface that will not be deformed they will not make a bit of difference. You do, of course, want to try to maintain uniform uv distribution in areas of detailed texturing.
It is edge flow that is important, not whether the model is all "QUAD". I can make an all quad model that is a total piece of crap with all skewed and non-orthogonal edge flow.
This of course is not to say go out of your way to make tri's and ngon's, just please try to understand why and when they are bad so you know when the use valuable time trying to remove them, that could be spent working on something more important.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 31-05-2012 at 03:43 PM.
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179
01-06-2012
, 08:18 AM
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Thanks for replies dave and Rick, well, then I guess I could do another projection of track and continue to mapping the rest of a tank...
EDIT:
still wonder about these stretchings, because I have no idea how to fix them; have tried almost a dozen of different ways of combining that UV layout, but every time I get those artifacts, damn....
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180
01-06-2012
, 08:38 AM
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Hi Creck. It looks like it is on a texture seam/map border that you are getting this. If so have a look at the Smooth Mesh->Extra Controls->Map Border setting of the geometry shape.
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