This is not the best place to just show something like this. Can you explain the problem here?
lerbino_
Time and patience, I did some work on an awp and jesus christ it was awful, excuse my lack of knowledge of terms, but when I click L to select a whole group of vertexes, it usually would select the whole “face” of the awp (green part) and now it only selects a few of them. Basically trial and error and taking apart the awp while grouping the rest after I could not get them in the first time. Absolutely awful.
kriswithakthatplays
I imagine it’s an engine optimization to help the reflection flow along the slide more naturally as the light source pans across the corners and edges.
FinallyMira
I am pretty sure they just modeled it regurarily and used an algorithm to reduce the vertices in order to make the model use less ressources. Thats why it looks like it has been modeled weird.
AdobeMan
as someone who cares about topology this hurts my soul.
doozmyy
Sheesh. I remember the horrible struggle with the old models/uv maps when making skins.. I really hope they fix these asap.
edit: decompiling can ruin them too.. might be right in the first place, but the decompile process just makes a mess.
Breete
That’s some automatic clean up bullshit. I would have gotten shot on the back of my head by my profesor in college for this.
DaveTheDolphin
Yeesh, looks like they just slapped on the automatic UVs and called it a day
8 Comments
This is not the best place to just show something like this. Can you explain the problem here?
Time and patience, I did some work on an awp and jesus christ it was awful, excuse my lack of knowledge of terms, but when I click L to select a whole group of vertexes, it usually would select the whole “face” of the awp (green part) and now it only selects a few of them. Basically trial and error and taking apart the awp while grouping the rest after I could not get them in the first time. Absolutely awful.
I imagine it’s an engine optimization to help the reflection flow along the slide more naturally as the light source pans across the corners and edges.
I am pretty sure they just modeled it regurarily and used an algorithm to reduce the vertices in order to make the model use less ressources. Thats why it looks like it has been modeled weird.
as someone who cares about topology this hurts my soul.
Sheesh. I remember the horrible struggle with the old models/uv maps when making skins.. I really hope they fix these asap.
edit: decompiling can ruin them too.. might be right in the first place, but the decompile process just makes a mess.
That’s some automatic clean up bullshit. I would have gotten shot on the back of my head by my profesor in college for this.
Yeesh, looks like they just slapped on the automatic UVs and called it a day