Problem: Arcs are angled at the start & end segments.
A picture says a thousand words, so here's two of them:
This has been an absolute pain for me, and I can't figure it out. I've tried the bend modifier on a plane, on a box, and using the arc spline. And all 3 approaches have those tilted ends.
The segments also need to be as identical in size as possible so the UVs don't look stretched differently across them.
Any ideas?
Solved! Go to Solution.
Solved by dmitriy.shpilevoy. Go to Solution.
Solved by wernienst. Go to Solution.
Ok so after a finding an obscure Youtube video, you can get close by selecting the face of your pillar in an edit poly modifier, then select Extrude Along Spline on the right. Toggle the Align Face To Button panel on the floating UI that pops up. The faces are a tiny bit mismatched unfortunately. Seems weird that there's no obvious way to do a straight up arc between two faces?
Add vertical segments to both ends of the arc. Or, of you already have, refine them.
And then, you may use a Sweep Modifier rather than the spline's Rendering parameters for the arch.
Ooh. How do we do this so the added vertical segments have the same length as the others? I'm working with a texture atlas and the engine doesn't support tiling with those, so I have to keep the faces the same size across it.
Simply move the added vertices vertically: In the Modify panel, activate the "See End Result" button, click on the Editable Spline entry, go to Vertex Subobject mode.
It's very close! While it gets that nice vertical topology at the caps, it now has a weird size issue. Despite using numbers that are a power of 2, the end cap face does not fit squarely with other cubes. So there's still some sort of distortion happening?
Rather strange that there's these niggling issues, even with very basic geometry. Is there something in the workflow that I'm missing, for keeping everything as a power of 2 at the top/bottom/side edges?
Yo, that is the one that worked. It seems crazy to me though that the other modifiers don't conform to the power of 2 though. When I am going to make the actual high(-er, as it's still going to be very low poly) geometry that will be a pain.
What's the workflow then? Do we have to manually reposition every vertex to make sure things line up proportionally? Not too bad since I'm doing very low poly models, but still would get a bit tedious...
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