gummie
12-12-02, 09:53 PM
better than with regular object smoothing when using UV tiles.
I noticed that I was able to cover the front part of a polymesh star when using the rough (direct) polygon shape as opposed to picking up from the smooth version.
I was also dozing off and noticed that you have to also turn down division from 3 (default) to 1, because smooth 0 gets reset to 1 on TM drop.
This might help with other models having problems with those irky white spots. :)
I was able to get rid of 90% of the non-grabbing center (around the spines) area using this form.
--
Careful of texturing loss between smoothing transition, it can be the hole in the bucket with angular forms. :D
I noticed that I was able to cover the front part of a polymesh star when using the rough (direct) polygon shape as opposed to picking up from the smooth version.
I was also dozing off and noticed that you have to also turn down division from 3 (default) to 1, because smooth 0 gets reset to 1 on TM drop.
This might help with other models having problems with those irky white spots. :)
I was able to get rid of 90% of the non-grabbing center (around the spines) area using this form.
--
Careful of texturing loss between smoothing transition, it can be the hole in the bucket with angular forms. :D