@Freeman7531@ArtOfPilgrim I would still keep the faces. You can't guarantee that people won't use your assets very "creatively". And with things like raytracing, it's possible that what you though would not be visible will still show up in reflections. Your GPU can handle the extra 50 faces.
@tabloida_nai @ArtOfPilgrim It really is whatever you want. In this case I'd go for the bottom/outside one because then cylinder side remains a nice undistorted grid which feels nicer. But if the cylinder was a lot shorter then I'd put the seam on the top/inside loop so that my side island isn't too thin
@robertrioux I could probably have a look at it. Although I agree with the reviewer that there are lots of things that don't make sense and I'd rather just restart from scratch to make sure that I actually understand what is going on π
@ArtOfPilgrim I can confirm that this is all very solid advice, without any silly superstition. I actually made a free plugin to automate a lot of it (like lp/hp renaming, offsetting mirrors, auto triangulating, udim management, etc.): https://t.co/hH9sanh1Mi
Honoured to have been able to present my GamiFlow at BlenderCon just between the Female Erection and Furry Convention talks. π
GamiFlow: https://t.co/4ftiMYrNSk
Presentation: https://t.co/E7elCCJ9th
#BCON24
@EinMeister5 Is there a reason why you're manually triangulating flat faces? I'd leave them as n-gons (which is more practical and often more correct) and just put a triangulate modifier at the bottom of the stack for good measure.
@delaneykingrox Alternative method: move your stacked UV area by a full UV tile. Painter won't bake anything but it will still sample your textures correctly (assuming you're not using UDIMs)
@ryszu I meant the massively zoomed-in twitter thumbnail of your picture (clearly going for a vertical fit).
But congrats on "FSR2: This Time It's Temporal". Already reading the doc!
@diharaw94 Nice. You should look into SVGF for denoising (assuming you have a GBuffer), you can get some pretty clean results very quickly without overblurring.