![]() Good for finding trouble spots on car meshes. In blender open uv/image editor, press N and under Display turn on "Stretch". Basically it will draw a heatmap on the UVs and stretched uvs are show in different colors. Basically all this just means you can have smooth beveled edges and flat surfaces without extra tris.īlender also has a good uv smoothness/stretching highlighting tool. In that example image both the blender native smoothing and weighted addon use the same mesh but the weighted puts the vertex normals so that flat surfaces are flat. ![]() You can get the same effect by using support loops near the edges but that can be lots of extra tris. The surfaces of the cube should be flat but default blender uses averages so the vertexes point to wrong directions which makes the surfaces look round. Here is an image that shows how it helps in ac: Basically with this tool it is easier to get smooth flat surfaces and bevels without adding tons of geometry. I'm not sure if ac supports custom vertices but I did quick test and at least I noticed a difference in sdk. This tool is obviously useful on things other than tires, I just never knew it existed - what actually prompted me to go looking was some stitching, it needs to follow the object it's under (so it's slightly irregular quads) and since this tool attempts to preserve length as best as possible while making all edges parallel, it can unwrap that sort of thing into a completely straight line instantly. ![]() Easiest way to do that I think is to go to edge-select mode in the UV editor, rotate it as straight as possible, then use "scale to 0" on all 4 edges, in X direction for vertical, Y direction for horizontal ones, to make them perfect. On step 4 the "active quad" (one you selected first, has a speckled appearance instead of transparent orange) must have 90 degree corners - by default, if you haven't mapped it yet, it'll be mapped to the entire image space (from 0,0 to 1,1) and it'll be square, but if you've already mapped it you might need to double-check that. Proper technique in track making plus tipsġ) mark 2 edge loops as seams (ctrl+e, 6) - or don't, a 4x1 or other nonsquare texture is just as valid, only advantage of square is slightly better AF behaviourĢ) select a face to one side of the seam (right click)Ĥ) map UV with "follow active quads" (U, 4)ĥ) scale it down in the UV editor until it takes half the texture Some places to find inspiration and ask questions:ģd track modeling and texturing tutorialsĬar materials / shaders / modelling stuff (add your knowledge here)Īnother good place to find inspiration.
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