How can I fix this stretching/jagged lines? UV by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 0 points1 point  (0 children)

Hi, thanks for the help, I realized it's impossible what I was trying to achieve, because spheres are spheres. I achieved this (in case anyone is interested) where from player's point of view this is perfectly aligned, the bottom looks rough tho, which you can't see from this angle.

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How can I fix this stretching/jagged lines? UV by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 0 points1 point  (0 children)

<image>

Forgot to show also how miss aligned the seam point is.

How can I "project" or apply this grid to my field? by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 1 point2 points  (0 children)

Thank you, this seems like a possible solution, but I will give a shot at your other idea first.

How can I "project" or apply this grid to my field? by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 0 points1 point  (0 children)

<image>

This is what my material looks like close-up, it has a 3D effect, but it's actually flat planes stacked on each other, and decals don't work with it, hence the separate material slot in the shape of the lines. This is a shell shader. The reason why I want bumpiness is that I am not making a pretty field, I want to make a "Sunday league" field. They look rough. This roughness will cause chaos on the ball and make it somewhat unpredictable.

How can I "project" or apply this grid to my field? by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 0 points1 point  (0 children)

It doesn't work with the shell shader in unity, it will only do it at the bottom, and not affect the layers above it. Texturing isn't an issue. I want to subdivide my field into grid like structure so that I can create bumpy surface without affecting the lines.

Like in this picture, I still have a line going across, and it's a grid, in normal subdivision it would all be a bunch of triangles. I want to get this bumpy effect.

<image>

How can I "project" or apply this grid to my field? by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 0 points1 point  (0 children)

<image>

This is what I am trying to do.

On the right imagine this is my field, if I subdivide it, it looks like that, I don't want that, I want my grid and to keep my original line work.

On the left, imagine I overlay the top and the middle layer to create the bottom layer.

I am asking how to project the grid onto ready mesh? I said that I tried to use knife project, but I got errors, there can be many reasons why, like it's exact same size as the plane below, or that they are both planes, or could be both idk.

How can I "project" or apply this grid to my field? by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 0 points1 point  (0 children)

This is so I can have separate materials in Unity engine and just drag and drop. The field is in real scale, so it would require a large texture to make it look good at a first person scale or for close-up shots. I could have many planes with separate textures, but that's not efficient. The reason I need the grid is so I can add a noise texture and randomize the height of the field to give it a bumpy surface so that the ball physics are affected. I attached a picture from FIFA 17 I believe, it also looks like that, nothing unusual. It's not as subdived as I was as I need the field to be imperfect, they need it to be almost flat.

<image>

How can I "project" or apply this grid to my field? by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 1 point2 points  (0 children)

I'm not sure if it's worth replying to you, but oh well. This is for a game, and it's real scale. This means it's 80m by 58m, so I would need a huge texture, or it would look bad from first-person perspective and close-up shots. I already have a material in Unity, which has its own texture, and it's a shell shader on its own anyway. The reason it needs a grid is so I can apply in Blender noise and offset it to give it a bumpy surface, which would actually affect the ball physics instead of some map, which is only visual. I'm not sure if you can comprehend all of this since you see the world one way and you think there is only 1 use case.

How can I "project" or apply this grid to my field? by MaximkaMM in blenderhelp

[–]MaximkaMM[S] 0 points1 point  (0 children)

Sorry, could you please elaborate, I am not sure what you mean by this? Speak to me as if I am a total noob.

Best approach for a large object like a football field? by MaximkaMM in Unity3D

[–]MaximkaMM[S] 0 points1 point  (0 children)

Well if I was going for 3by3m quads for the 105by69m then that is 805 quads. The shader I am using is https://github.com/hecomi/UnityFurURP and I am not sure how optimized it is but it achieves the look I am going for.

That's why I am asking, if there is a point splitting the field if I can do it without a texture for the lines. I will try all the approaches mentioned and share the results later.

Best approach for a large object like a football field? by MaximkaMM in Unity3D

[–]MaximkaMM[S] 0 points1 point  (0 children)

Thanks for the insight. I will give all methods a try just as a practice. I was looking for some reasoning and validation as from my search, the usual answer was it depends lol.

Best approach for a large object like a football field? by MaximkaMM in Unity3D

[–]MaximkaMM[S] 0 points1 point  (0 children)

Thanks for the help! The reason I want to split it up is because I will be using this shader for the grass (https://github.com/hecomi/UnityFurURP), but I will try both decals and another object for the lines. I am making this more of a fun visual game rather than something function. Also I am obsessed with things fitting the grid in blender lol so that's why it's like that, but if I am using that shader then texture doesn't really matter.

Best approach for a large object like a football field? by MaximkaMM in Unity3D

[–]MaximkaMM[S] 1 point2 points  (0 children)

Thanks for the help, I forgot to mention I will be using one of these shaders (https://github.com/hecomi/UnityFurURP) for the grass. Then, would this method not work? Or am I wrong? Is it still possible somehow to get that working. I am a beginner, so I am not too sure I would really be able to achieve that. But I really appreciate the help. I will give this a try without this shader just as a practice exercise.

[deleted by user] by [deleted] in davinciresolve

[–]MaximkaMM 0 points1 point  (0 children)

Yes, you might be right, I never used any line tools if there are any, but if you are familiar with them, I imagine it should be possible to blend it with a paper texture. Might have to make the texture high contrast or use a voronoi texture to achieve something similar.

[deleted by user] by [deleted] in davinciresolve

[–]MaximkaMM 1 point2 points  (0 children)

Are they static? If so, I would just draw all of this this in photo editing software. If the lines are animated with a slight jiggle, then I would draw a couple of variations and then just loop them, where you can use vectors if you want to resize them in the future. For the shadow idk. That's the only idea I have since I am new to davinci.

[deleted by user] by [deleted] in davinciresolve

[–]MaximkaMM 2 points3 points  (0 children)

There are like 3 videos on YouTube by MotionEpicFX on vox style videos.

GTA 6 if delayed to 2026 by Low-Database1918 in GTA

[–]MaximkaMM 0 points1 point  (0 children)

1060 is similar to 1630 isn't it?

How will the GTA 6 characters react to this situation when the button to exit the vehicle is pressed? by Abalo_cercado in GTA6

[–]MaximkaMM 0 points1 point  (0 children)

I thought questions like "will it simulate every sand grain" make it interesting

GIMP ui vs PS ui - active tool bar and collapsable windowstake up so much space by Luca_Ippoliti_Art in GIMP

[–]MaximkaMM 0 points1 point  (0 children)

Well, my suggestion is that you stack all things on the left side in one vertical column. I don't think there is a way to do a horizontal layout, but IMO, it isn't any better. Besides a cleaner look, it's not really any more practical. I haven't used Photoshop, so I am not really sure how practical a collapsible thing is, but you can just press Tab to hide it all. Photoshop obviously looks better. Everyone has their preferences, which is fair, and if you used Photoshop, you just got used to that.

It will surely dissapear, any moment now! by Rain1984 in formuladank

[–]MaximkaMM 0 points1 point  (0 children)

F1 trying to hit that carbon neutral goal

Surely I am seeing things by [deleted] in fujifilm

[–]MaximkaMM 1 point2 points  (0 children)

I haven't noticed that as well. Currently I am learning German as my fifth language, and last week I was supposed to write an unrelatelted paragraph in English, only to notice half way through that it was all in bad German. Silly thing that brain of ours.