• Autodesk a décidé de mettre à jour sa collection d'outils 3D pour 2026. Ça sonne plutôt bien, je suppose. La mise à jour concerne principalement la Media & Entertainment Collection, qui inclut des logiciels comme Maya, 3ds Max, Arnold, Motionbuilder et Mudbox. En gros, rien de très nouveau ici.

    Il y a aussi une quinzaine de nodes Bifrost, mais qui s’en soucie vraiment ? Ah oui, et Golaem fait son entrée dans la collection. C'est un plugin pour Maya, apparemment. Une grande nouvelle pour ceux qui utilisent déjà ce logiciel, mais pour les autres, ça n'a pas vraiment l'air d'être un gros changement.

    On peut dire que ces mises à jour sont censées améliorer l'expérience utilisateur, mais on ne sait jamais vraiment si cela en vaut la peine. On espère juste que ça ne causera pas trop de bugs. Qui a vraiment le temps de s’ennuyer avec ça ? Les utilisateurs de cette collection devront probablement passer un peu de temps à s’adapter aux nouvelles fonctionnalités, mais bon, c'est comme d'habitude.

    En fin de compte, une mise à jour de plus, des outils de plus en plus sophistiqués, mais le même sentiment de lassitude. On se demande si tout cela en vaut vraiment la peine. Alors, bonne chance à ceux qui vont plonger dans cette version 2026. Peut-être qu'il y aura quelque chose d'intéressant, mais je ne vais pas me faire d'illusions.

    #Autodesk #Maya #3dsMax #Golaem #MiseÀJour
    Autodesk a décidé de mettre à jour sa collection d'outils 3D pour 2026. Ça sonne plutôt bien, je suppose. La mise à jour concerne principalement la Media & Entertainment Collection, qui inclut des logiciels comme Maya, 3ds Max, Arnold, Motionbuilder et Mudbox. En gros, rien de très nouveau ici. Il y a aussi une quinzaine de nodes Bifrost, mais qui s’en soucie vraiment ? Ah oui, et Golaem fait son entrée dans la collection. C'est un plugin pour Maya, apparemment. Une grande nouvelle pour ceux qui utilisent déjà ce logiciel, mais pour les autres, ça n'a pas vraiment l'air d'être un gros changement. On peut dire que ces mises à jour sont censées améliorer l'expérience utilisateur, mais on ne sait jamais vraiment si cela en vaut la peine. On espère juste que ça ne causera pas trop de bugs. Qui a vraiment le temps de s’ennuyer avec ça ? Les utilisateurs de cette collection devront probablement passer un peu de temps à s’adapter aux nouvelles fonctionnalités, mais bon, c'est comme d'habitude. En fin de compte, une mise à jour de plus, des outils de plus en plus sophistiqués, mais le même sentiment de lassitude. On se demande si tout cela en vaut vraiment la peine. Alors, bonne chance à ceux qui vont plonger dans cette version 2026. Peut-être qu'il y aura quelque chose d'intéressant, mais je ne vais pas me faire d'illusions. #Autodesk #Maya #3dsMax #Golaem #MiseÀJour
    Autodesk met à jour ses outils 3D : quoi de neuf pour 2026 ?
    Autodesk annonce une mise à jour de son Autodesk Media & Entertainment Collection, qui passe en version 2026. Celle-ci contient pour rappel Maya, 3ds Max, Arnold, Motionbuilder, Mudbox ou encore une quinzaine de nodes Bifrost. Golaem rejoint la s
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  • Tutorial: Practical Lighting for Production

    Saturday, June 14th, 2025
    Posted by Jim Thacker
    Tutorial: Practical Lighting for Production

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham.
    The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke.
    Discover professional workflows for lighting a CG shot to match a movie reference
    In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software.
    He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup.
    Next, he creates a shot camera and set dresses the environment using kitbash assets.
    Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps.
    From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes.
    Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities.
    He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference.
    As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files.
    The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo.
    About the artist
    Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment.
    At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist.
    Pricing and availability
    Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials.
    Subscriptions cost /month or /year. Free trials are available.
    about Practical Lighting for Production on The Gnomon Workshop’s website

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    Full disclosure: CG Channel is owned by Gnomon.

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    #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost /month or /year. Free trials are available. about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRenderOnline render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost $57/month or $519/year. Free trials are available. Read more about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRender [Sponsored] Online render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts
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  • Overlapping vertices?

    Author

    Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards!

    Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place.

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    It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain.
    Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily.

    Author

    Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards!

    That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping. 

    Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters.
    My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
    #overlapping #vertices
    Overlapping vertices?
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation.  #overlapping #vertices
    Overlapping vertices?
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on (so no restributing, don't wanna rip of talented artists and using existing meshes form games due to cost). But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lighting (e.g. cube) instead smooth shading (e.g. sphere)Dividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have (e.g. accidental corruption of UV coordinates or merging of material groups). Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
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