Plasticity to OBJ Settings3

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  • เผยแพร่เมื่อ 4 พ.ค. 2024
  • In this video, we will examine another type of geometry for export to Blender and discuss what to look for so you can easily unwrap your model for texturing.

ความคิดเห็น • 12

  • @nickkallen1
    @nickkallen1 12 วันที่ผ่านมา +3

    I recommend that you start with
    face angle tolerance = edge angle tolerance
    face plane tolerance = edge plane tolerance
    This will give you SLIGHTLY better edge flow on a model like this

  • @JacksSpaceGames
    @JacksSpaceGames 14 วันที่ผ่านมา

    Thank you!!!

    • @philprocariojr3563
      @philprocariojr3563  13 วันที่ผ่านมา +1

      You're welcome! Good to hear it's helpful.

    • @JacksSpaceGames
      @JacksSpaceGames 13 วันที่ผ่านมา +1

      @@philprocariojr3563 very helpful!

  • @chokichoka
    @chokichoka 14 วันที่ผ่านมา

    Thanks, it's helpful !

  • @lunch7553
    @lunch7553 12 วันที่ผ่านมา

    very useful, was wondering if you can use ngons in substance painter or UE5, I have never used ngons before as I always model in quads

    • @philprocariojr3563
      @philprocariojr3563  12 วันที่ผ่านมา

      Once you get your UV mapping done, all you have to do is triangulate your mesh. That way, no matter what you're sending your model to, it will not matter.

    • @lunch7553
      @lunch7553 12 วันที่ผ่านมา +1

      got it ty~

    • @gabrielegagliardi3956
      @gabrielegagliardi3956 10 วันที่ผ่านมา

      Iif you triangulate your ngon mesh it may happen that some bevels will go crazy, i usually go in edit mode > select all > Ctrl Shif T (this command triangulate the mesh destructively and gives you a preciew of what the triangulste modifier will do) > ctrl Z to delete the triangulation (i just needed it to see what will happen in the future). if you have no bevels the object will be good 99% of the time even with ngons, if you have a 3 or 1 segments bevels be ready to do some type of manual triangulation in order to avoid sahding errors. In general ngons modelling is preferable for game assets with a lower tris count, it's a standard procedure to use ngons in modelling, uv mapping will be harder and sometimes manual triangulation gives you an headache.

  • @Contactbps
    @Contactbps 14 วันที่ผ่านมา

    Thank you Phil, Information in this video is very helpful :) Are you available in Plasticity discord group? :)