Timeline for How to round vertices of subdivided mesh?
Current License: CC BY-SA 4.0
7 events
when toggle format | what | by | license | comment | |
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Nov 23 at 12:47 | vote | accept | JGanning | ||
Nov 23 at 9:46 | answer | added | moonboots | timeline score: 3 | |
Nov 23 at 9:35 | comment | added | moonboots | That is not what you are doing, you are using the topology to assign a different material to each face, unless you have a good reason to do that, it's generally not a good way to give different colors to your object, the best is to give one material and either use mask to separate the areas or directly paint one image texture for the whole area | |
Nov 22 at 16:55 | comment | added | JGanning | That is what I am doing. I am going to make this more complex like making the mountains gray, add some dirt patches and other details. But when selecting faces I think I am going to still have this issue unless there is something I am missing | |
Nov 22 at 16:47 | comment | added | moonboots | Why don't you use one material only, and an image texture as mask to separate yellow from green, or simply paint your yellow and green on an image texture? | |
S Nov 22 at 16:39 | review | First questions | |||
Nov 23 at 12:52 | |||||
S Nov 22 at 16:39 | history | asked | JGanning | CC BY-SA 4.0 |