02-15-2018 02:01 AM
02-20-2018 11:23 AM
02-20-2018 03:38 PM
elefantopia said:
Exported models are all cut up in separate meshes, along voxel meshing boundaries I think. Problem is when applying a displacement shader or poly reduction in the game engine the boundaries break up. It would be great that the boundaries are fused so this doesn't happen.
02-21-2018 09:45 PM
02-22-2018 04:00 AM
elefantopia said:
I use instant mesh 🙂 It is nice to have auto-retopo but I found that it decimates too much in wrong places as you see in the cylindrical portions of your helmet.
02-22-2018 09:50 AM