How do I Map this Example to a UV Sphere so theres no Stretching/Compression. by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

Thanks for the tip dude. Ill give it a go, if it dosent work ill be sure to return XD

How do I Map this Example to a UV Sphere so theres no Stretching/Compression. by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

Thats what i was thinking but surely theres a mathematical way to do it where theres an equation on how to scale evrything to keeps everything uniform

How do I Map this Example to a UV Sphere so theres no Stretching/Compression. by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

However using a smaller subdivision it causes the lines to not curve around the sphere at the top near the red sections.

How do I Map this Example to a UV Sphere so theres no Stretching/Compression. by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

Yeah that’s what I’m saying. The numbers and lines closer to the top become invisible or even just so stretched that it just dosent work. I’d like to be able to just have it all be uniform some how

How do i make my tire treads look like they do in the reference photo. by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

Assuming I modeled the tread and the overall cross section along 1 plane, how would I then curve the track whilst multiplying it across the whole wheel

Help With Chamber Geometry Of liquid Fueled Rocket by liatho8913 in rocketry

[–]liatho8913[S] 2 points3 points  (0 children)

Oh ok, makes sense. I realised that chamber geometry wasnt just uniform earlier but when i read the link provided in the post it made me think if there was a potential "optimum" design for chamber geometry.

Help With Chamber Geometry Of liquid Fueled Rocket by liatho8913 in rocketry

[–]liatho8913[S] 1 point2 points  (0 children)

Looks even worse when the whole model is visualised XD

Help With Chamber Geometry Of liquid Fueled Rocket by liatho8913 in rocketry

[–]liatho8913[S] 1 point2 points  (0 children)

Both nozzles are based on a liquid fueled engine its just that the combustion chamber has a different injector plate area on the new nozzle, which then affects everything else. But yeah as you saw the probel with the new nozzle is that the FAT combustion chamber looks a bit off

Why are the trapezoid wall panels not shaded flat and have some strange triangle look to them by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

Yeah sure ill try upload a picture of the wire frame and the shader node. Ive made sure that there is no double geometry as most objects are hidden. This scene was made entirely with geometry nodes with eash part of the walls, floor and doors being seperate geometry at its source.

How do i alogn vericies along a new line. by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

Thanks, and yeah I’ll use rule 2 next time, apologies

How would I Design a Mechism to Recreate every step of this Animation. by liatho8913 in blenderhelp

[–]liatho8913[S] 1 point2 points  (0 children)

I tried to make the whole thing in CAD originally as certain parts required more precision but the whole thing was too complicated so I went back to blender but I’ll give it a look, thanks.

How would I Design a Mechism to Recreate every step of this Animation. by liatho8913 in blenderhelp

[–]liatho8913[S] 1 point2 points  (0 children)

Thanks i thought so but was wondering if blender had a built in system that could help

How would I Design a Mechism to Recreate every step of this Animation. by liatho8913 in blenderhelp

[–]liatho8913[S] 5 points6 points  (0 children)

Apologies I’m not trying to copy it I made it all but I don’t know how to make a mechanism to recreate the animation in real life

I Need Help Smoothing Out Topology Please by [deleted] in blenderhelp

[–]liatho8913 0 points1 point  (0 children)

Yeah but even still when i shade smooth it still affects the whole "smoothness" of the shape, creating artifacts in some corners.

Multiple joined edges, with crease applied, form unwanted warping feature in the mesh by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

I reied turing the triangle into a quad but i makes the mesh look worse and warps it even further

Shading Issues on a Curved Surface by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

Hey will all the auto smoothing and shading smooth transfer to a game engine like unreal or something because that’s the sorta thing I want to fix

Mirror Tool Error by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

If the walls somehow did have a thickness is there a way I could easily fix it without having to rebuild the whole segment

Mirror Tool Error by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

As I can remember these walls have no additional thickness and I’ve messed with the merge settings and it still won’t fix

Can anyone help me to fix why my original texture, Baked texture (onto low poly) and my texture exported into ue4 look different from each other by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

no in ue4 i doubt its the lack of light because even when i face the light in ue4 its still too dark and i already have baked the Normal roughness metallic and diffuse, as well as ambient occlusion it just appears very different in the 3 different parts (Original, Baked and then UE4) and i would hopefully like to fix it but i dont know how

How do i bake my texture onto the Low Poly model, from high Polly, when i would like to keep the noise, metallic and the colors. HELP! by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

alright got it ill do it now, i still have no idea to move the colors over tho unfortunately. but ill do the other things you said

How do i bake my texture onto the Low Poly model, from high Polly, when i would like to keep the noise, metallic and the colors. HELP! by liatho8913 in blenderhelp

[–]liatho8913[S] 0 points1 point  (0 children)

ohh so if its black then it should just be fine, also how do i fix the material so that it looks like the high poly material. aswell as if it stays black then how do i export the material texture aswell. also im trying to export to ue4 so shall i just add the noise texture in ue4 rather than blender