Your package has two object catalog resources, two object definition resources, and the old diffuse maps, and specular map still are there the fact that the old textures are still present is what's causing the texture problems. Make sure your cut numbers match the EA desk's cut numbers.ĭon't forget your LODs and your shadow LODs. It's for clothing but the method is the same. Take a look at steps 33 - 35 here I have screenshots posted there. You might want to split the edges of the glass group-just the outer perimeter edges of the top and bottom-to avoid ugly shading. The EA desk has one mesh group for the glass, one for the desk portion, two for the floor shadow. Keep in mind that the two of the EA desk's mesh groups are meant for the floor shadows. You also have five mesh groups while the desk you cloned has four. Select the outer geometry, H to hide, select what's inside, X > faces to delete. The ones inside won't be seen and are adding to the polycount so you need to delete them. Decimate works but it ruins your topology.Īnd your mesh has two layers of faces. You can reduce a lot of edges on your curved surfaces without your mesh changing shape. The best way to reduce the polycount is to enter edit mode, edge select, select edges throughout your mesh, press X > dissolve edges. It has more than 35,000 polygons while the desk you cloned has 492. For starters, your mesh is waaaay too high poly. Both your mesh and package have a number of issues, unfortunately.
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