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I made an example showing how to properly subdivide geometry for vertex painting.
The goal is to only add density where it’s actually needed, instead of applying subdivision across an entire structure.
In this example, subdivision is applied only to the surfaces being blended. This keeps the mesh clean, efficient, and easier to work with.
I’ll be continuing this project with full textures and UVs and may release it as a Unity asset pack.
I also plan to build out interior spaces and share more of the workflow as I go.
AI was not used for this part of the project yet, but I plan to use AI in further stages of development.
PawnDriver@PawnDriver
Bro tessellated the entire side of a fairly detailed building so he can vertext paint a couple surfaces. 💀
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