Spot and Fix Triangulation Artifacts on a Low-Res Mesh

Spot and Fix Triangulation Artifacts on a Low-Res Mesh

Outgang

2 года назад

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@RomboutVersluijs
@RomboutVersluijs - 03.09.2022 19:56

You throw the mesh into blender and use the mesh check addon. Then in the overlays menu, you'll get a checkbox. Then you are able to view all Tris, piles, open edges and other issues the mesh might have. It's very useful when you want or need to fix issues in a mesh object

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@Lathspell_
@Lathspell_ - 04.08.2022 03:59

Ok cool but.. is bro a dude or a girl? like wtf 💀

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@Oretal
@Oretal - 17.06.2022 11:10

Thank you!!

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@Sihbus
@Sihbus - 27.02.2022 15:25

I showed this video at least 3x to my students :) Thank you for synthesizing this topic so eloquently. You're awesome!

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@Reltdeats
@Reltdeats - 03.01.2022 14:09

There is a whole forum in polycount dedicated to normal maps, that explain the importance of using hard edges, the tangent calculation and normal bleeding with allot of tests an examples. Only allways remeber that if you put a hard edge, you are actually splitting the mesh, and for the normals to render correctly, you need to place a UV seam.

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@feenux09
@feenux09 - 03.01.2022 04:11

I use 3ds max and this was always a problem for me when baking with substance painter. What I do is export a LP_baker file that is triangulated. I triangulate by applying an "edit mesh" modifier and, if exporting fbx, I check the "triangulate" option.

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@sho3d
@sho3d - 19.12.2021 15:42

Good video Laura. 👍
it would be nice to explain your fbx export settings. I mean tangent space workflow or mikktspace workflow. Many beginners are confused with this topic. This is the first thing i teach to my students in order to synchronize the 3d model with the Baker and the 3d Engine.

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@noahpomilio6593
@noahpomilio6593 - 15.12.2021 16:17

I wish I had these videos when I was learning by myself 5 years ago. I am so glad that the new generations have this type of free content that I 've lerned by try and error inside the industry. Now that I am a teacher, I recomend all your videos, so if you have Argentinian viewers now you know why haha. Thx Laura!

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@lamotta120
@lamotta120 - 15.12.2021 12:19

thank you

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@kyyyrolo
@kyyyrolo - 15.12.2021 02:22

The more videos I watch here the more I realize that this is the channel I was looking for
Thank you for such a scrupulous approach to 3d!

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@tomoyaogawa4485
@tomoyaogawa4485 - 14.12.2021 13:15

Hm it’s really helpful to learn from the problems that other people are having. It really makes me think why things are happening in the first place and it expands my knowledge about technical side of things.
Thanks outgang! I really love your learning platform and find it truly helpful.

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@masoudrashidinezhad9429
@masoudrashidinezhad9429 - 13.12.2021 23:24

Thanks Please Learn more about texturing trips, Thanks

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@michaelanderson8652
@michaelanderson8652 - 13.12.2021 21:34

Good stuff. The normal map was baked with the triangulation method that 'looks correct' in marmoset. Everything gets rendered as triangles, which is why you should always make sure that your model is triangulated the same in the package you model with, and the package you render with. So let's say you maintain your model as quads in Maya, but you triangulate it in there, render the normal map, and then whenever you're ready to render it, make sure you triangulate it again in Maya so you maintain matching triangulated topology that works with your normal map.

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@snm_dyxtra
@snm_dyxtra - 13.12.2021 21:26

Outgang has become my favorite channel for Learning the diverse techniques and in depth explanations of 3D....Thanks for making such awesome content accessible....and Happy Holidays in Advance😇

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