Post by jurisprudence on Apr 16, 2019 11:12:40 GMT -5
I have a couch that when viewed in-game, mostly in front view and some top-view, is blurry in the seat area. Would this be a problem with my meshing? If so, any idea how to resolve it without adding too much weight (polys, verts) to the resulting .package?
The UV is stretched (more dense) in that area and that's why the texture also deforms. This is one of the side effects of the decimate modifier. Given the topology of your mesh it would be hard to unwrap it given the amount of tris and not straight lines. Maybe you could try moving the uv map a bit in the areas of the deformation. If you share the file someone can take a look.
Please do not PM me to help you with your creating problems. You can post in the Creators Help so everyone can see the problem and solution.
It's blurry because the UV stretches the texture out. You just need to adjust the UV map in the middle so that the vertices are more evenly spaced out. When you move the vertices around you can see how it affects the texture in blender. Here's what I quickly did but it could be better with further tweaks etc.
OMG. That looks amazing, thank you. SO much better. I had tried moving the vertices around, but the lines in the "fabric" moved, so I kept reverting to the older file. I also tried unwrapping different ways, but because of, again, the lines, it was so much easier to texture it unwrapped this way - except it looked awful.
Thank you, thank you, thank you!
But the fruit that can fall without shaking, indeed is too mellow for me. -Lady Mary Wortley Montagu
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