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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1444831012736.png (92.28 KB, 1548x650, 774:325, ss (2015-10-14 at 11.47.55….png)

cdeabe No.23006

Blender is being retarded, I've tried relaxing the UVs and it still wont straighten up.

What is causing this and how do I fix it?

d3ada6 No.23014

File: 1444842624830.png (78.11 KB, 415x327, 415:327, dadasdasdasre.PNG)

Try unwrapping only this part. I think it has something to do with the hole.


cdeabe No.23015

File: 1444843324134.jpg (403.03 KB, 1920x1080, 16:9, Untitled-1.jpg)

>>23014

I've fixed the error now, I projected each side from view and stitched the edges together.

I've already made a high poly for the slide and baked a normal and AO map for it.


e18b8f No.23114

>>23015

You seem like an experienced nigger. Could you share with me some advice in solving those horrible shading issues that appear when doing models with medium-low poly density, and using smooth shading? I already am aware of edge split, and it can't be used with skeletal meshes. Upping the poly count isn't an option. Is there any other way out of it?


23e827 No.23125

File: 1445105064835.jpg (151.4 KB, 1406x747, 1406:747, cubes.jpg)

>>23114

You mean the edges that should be sharp but end up being round like in pic?

I just grab the faces and then split them. The edges should become sharp where the double vertices overlap.


e18b8f No.23126

>>23125

That's the thing. I can't just split faces in organic meshes that need to be rigged. Animations would show gaps when deforming the mesh.


cdeabe No.23177

>>23114

>experienced

I've been working on games as a hobby for around 4 years now but I've only given modelling a try a few times. This is my first ever unwrapped model. I'm more of a programmer.


cdeabe No.23178

>>23126

Oh man there was a really good thread on 4chan /3/ last week on the subject, I'll see if I can find it.


e18b8f No.23184

>>23177

To be honest, I've been modeling for 4 years as well, but in this whole time that I've been using Blender, I never really found any other solution to this than edge split.


23e827 No.23329

>>23126

>>23184

In that case you could just rig them then split later. It shouldn't change the bone weights on your vertices at all.

I've rigged human faces and bodies all the time and I've never had a trouble with gaps even after I've sliced the model up.




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