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Adventures across the 3rd dimension

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20 Sep 2023 17:12 #47173 by Valence
*reads those posts*

Well it's not the Smart UV Project but I didn't mention which one did work. :facepalm:
I think it must have been the Lightmap one.

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20 Sep 2023 17:34 #47174 by Valence
Still haven't unwrapped...

 

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20 Sep 2023 17:59 #47177 by Valence
...but now I have and yes, it's the Lightmap projection that makes these awful grids. :lol:

 

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20 Sep 2023 18:16 - 20 Sep 2023 18:32 #47178 by Valence
They're overlapping again. :cry:

EDIT: *increases Margin value*
Last edit: 20 Sep 2023 18:32 by Valence.

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21 Sep 2023 11:30 #47185 by Valence
A failed attempt at texture painting implied that more polygons are needed. :(

I hate hard-surface modelling. :pout:

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21 Sep 2023 11:37 #47187 by Banj
If you have UVs poly count shouldn't matter   (unless you are baking normals and stuff).

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21 Sep 2023 12:03 #47189 by Valence

unless you are baking normals and stuff
Hahaha!   No.
I never get to that level of complexity/detail.

And it wasn't a UV problem. It's just that once I started trying to paint it it really exposed the lack of geometry in the model rather than covering it up in the way that I'd hoped.
And if I go back and change the geometry/topology I'll have to redo the unwrapping again. :eyeroll:

I did try the subdivision thing but then it starts to look like a big balloon with no edges at all. :shrug:

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21 Sep 2023 12:19 - 21 Sep 2023 12:20 #47191 by Charlotte
You can mark wanted hard edges as hard edges... :dry:
But on the other hand you know more about this than I do... :dumb:

Edit: Or check that checkbox for normalwhatsits, so that the angle for when something is sharp becomes 30 (or whatever you choose) instead of I dunno what Blender usually goes with. 89?  :dumb: :dumb: 

Any an all misspellings are henceforth blamed on the cats.
Last edit: 21 Sep 2023 12:20 by Charlotte.
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21 Sep 2023 12:41 #47192 by Banj
Subdivision surfaces require control edges or edge weighting to stop things turning into a blob. I would just add more edges where you need extra detail and leave it polygonal rather than use subds. It actually looked fine to me in your earlier picture (apart from the UVs  ).
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22 Sep 2023 17:06 #47202 by Valence
Back to watching Blender tutorials. :eyeroll:

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