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Post by jurisprudence on Apr 16, 2019 11:12:40 GMT -5
Hello again. 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? Thank you!
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Post by Mathcope on Apr 19, 2019 19:28:33 GMT -5
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.
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Post by jurisprudence on Apr 20, 2019 10:08:57 GMT -5
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Post by jwofles on Apr 20, 2019 16:02:58 GMT -5
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. download
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Post by jurisprudence on Apr 20, 2019 19:56:11 GMT -5
jwoflesOMG. 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!
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