Jump to content

Search the Community

Showing results for tags 'smooth'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Introduce Yourself
    • Showcase and WIP
  • ProBuilder
    • General Discussion
    • Bug Reports
    • Feature Requests
    • Extensions
    • Tutorial Requests
    • ProBuilder Contests
    • ProBuilderVR
  • Polybrush
    • Feature Requests
    • General Discussion
  • ProCore Utility Tools
    • ProGrids
    • ProGroups
    • QuickBrush
    • QuickEdit
    • QuickDecals
  • GILES (Generic In-Game Level Editing System)
    • Feature Requests
    • General Discussion

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 2 results

  1. Bill Sansky

    Merge And Smooth Meshes

    Hi! It would be great to have a feature that allows for a merge and smooth functionality like the one you can find in Zbrush when using dynamesh and merging two meshes into one. I suspect that the aim of polybrush isn't to become a full sculpting tool like Zbrush, however this feature would be very useful, as merging 2 meshes and smoothing them out is something that is quite a hassle to do right now in unity. I've been trying to merge the meshes into one in probuilder, but without success (I made another post about that). In any case, it would be very nice to have a merge and smooth feature like the dynamesh feature of zbrush, which is easily the most useful feature of the software
  2. I just purchased ProCore after pulling my hairs out with Blender imports into Unity. Here is what I am trying to do. I have already spent a week on this. It seems like this should be straightforward with ProBuilder. I am trying to build a rounded cube to which I could dynamically apply textures on each face. Different textures on each face. (I can do this with a regular cube with 24 vertices). It is the rounded cube which poses several problems. Here is what I have tried so far: 1. Develop a rounded cube in Blender. 2. Import the cube into Unity and dynamically set the faces, vertices, uvs, normal in code. As you can imagine there are at least 192 vertices, 384 triangles etc for the smallest bevel. I gave up after a while. You have to code the triangle vertices etc in the right order otherwise things mess up easily. I emailed support and they asked me to post on the forums. Someone from Dev (Karl?) would look into it. Thanks Syed
×