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inui

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  • First Name
    Mateusz
  • Last Name
    Zdziebko

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  1. Thanks Bezo! So it means that I can't use helper cuts if I'm gonna work with sculpt? What with preparing assets for games? They need low poly models. How to approach to create more or less rounded corners, which normally I would do with help cuts? What's the workflow in that case?
  2. Hi Cerbera. Thanks for your suggestions. The reason, why I do sculpting after texturing is that the sculpting is based on given texture to make sure that it's consistent. I know I could be done in opposite, but I thought I'ts easier. What you write is very helpful. Maybe I should practice more with UVs. Anyway I found some solution to my problem. I put my model (with already prepared UV map) under SDS with boundary mode, lever 2 or 3 and make editable object from it. This divided my mesh properly. Now this mesh with sculpting tag doesn't distort my texture. Of course after that the sculpting tag need to have less subdivision level (3 or 4) because it was already subdivided with SDS. The model has now more polygons, so this solution is not good for creating game assets, but in this case it's a good trick. I attach the file with 3 objects, 1 - original mesh, 2 - subdivided with sculpt tag, 3- subdivided with SDS object and sculpt tag. Let me know what do you think. Cheers. Mat. BP 3D - UV and Sculpt.zip
  3. Hi there, I have problem with a texture created in BP 3D. When applying a displacement map, the texture becomes stretched and distorted, mostly on edges of geometry. What I did is step by step: modeled an object and prepared UV manually; created a textures for the color, specular and bump channels; created sculpt tag, subdivided to level 5 and there my texture became stretched baked a normal and displacement texture And that's it. Maybe it's wrong workflow? I would appreciate any help. Thanks.
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