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.
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
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.
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.
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
Thank you!!!
You're welcome! Good to hear it's helpful.
@@philprocariojr3563 very helpful!
Thanks, it's helpful !
Glad it helped!
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
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.
got it ty~
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.
Thank you Phil, Information in this video is very helpful :) Are you available in Plasticity discord group? :)
Yes, look for GrimMoroe