

sfbaystudios
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sfbaystudios last won the day on December 15 2017
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About sfbaystudios
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Yes, with it turned off, I get a different unpleasant result: (Also, it took me a while to realize the option isn't available in the drop down menu, but the default was checked on, once I found it in the pro builder menu)
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sfbaystudios started following Reflections on two objects that line up..., Probuilderize Deformation and Faces turn black in Unity
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Before and after shown, ...or maybe after then before. Either way, probuilderizing massively deforms the objects. Any ideas what to do?
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Question slightly off topic: Do you know how to make additionalVertexStreams work w/ Skinned Mesh Renderers? If so, can you share how?? I'm trying to use vertex painting w/ object that have blend shapes attached...and I can't seem to do both because of this.
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Cool, thanks -- I "fixed" it earlier by applying the material I would eventually be using. I ended up finding that easier to work with from that point on, so it didn't matter anymore. When do you guys expect the next version to be available?
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Reflections on two objects that line up...
sfbaystudios replied to sfbaystudios's topic in General Discussion
Here's another example. This corner has three areas lined up, all should be matching in the UV. I'm not sure what the "tangent" and "bit tangent" are, but they aren't lined up at that point, from all three objects. Andrew -
I don't think there's a way to do that in ProBuilder, but in PolyBrush, there's a brush that would do a good job of it really quick.
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Hello! Not sure if this is a pro builder bug or a unity bug, but at some point during my work flow, faces turned black, and I'm not sure how to get them back to normal. Any ideas? Andrew
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Reflections on two objects that line up...
sfbaystudios replied to sfbaystudios's topic in General Discussion
When selecting the bigger room now, I'm getting the "IndexOutOfRangeException: Array index is out of range." error, so I'm unable to actually do anything w/ it in Probuilder. I'll attempt to pro-builderize an exported .obj of the object. -
Reflections on two objects that line up...
sfbaystudios replied to sfbaystudios's topic in General Discussion
Ah -- got it, I didn't have the pro builder window up as well. I wasn't able to select both at once, but here's two shots -
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Reflections on two objects that line up...
sfbaystudios replied to sfbaystudios's topic in General Discussion
I can't seem to make anything show up in the scene -- not sure what toggles to select, but any combinations I've tried have failed to show any result in the scene. -
I'm not at all sure what the correct terms are to use for this question. I have two pieces, and their points are aligned. However, there's this one line where it looks like the face on either side of the seam (two different objects) is reflecting differently than it's parter on the other object. The two screenshots -- one shows them reflecting the light pretty much the same, the other shows the left side much darker than the right. This was made with Pro Builder and then Polybrush. (1) I don't actually know if this is a "problem", or not -- maybe its just the way things are. However... (2) Is there a way to make them reflect light the same? idk the terms, but maybe they're not facing the proper direction by a little bit or something? Thanks!
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I meant, with making more faces. Like, if I have a stair, and I want to smooth the geometry on it, I'd expect there to be more triangles to make that happen, right? Similar to how you can smooth sharp edges in Polybrush, but without having to create lots of subdivisions in order to get a smooth curve.
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Does it have to go 100% through the cone? And, by high poly do you mean physical size? Or number of polygons -- the one I was using was just the default cone, but was very large. (240 meters radius)
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I am trying to use the Boolean experimental tool -- but it crashes Unity. Maybe the pyramid is too big. (It's the same size as the great pyramid)
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I was just thinking, perhaps a single button "smooth edges" would be appropriate. Maybe supply a value, but it'd smooth all sharp edges in the mesh at once? Maybe pro-builder would be better for this.