Hi all, my name is Pete and I'm new here, and as you are about to see, new to the modeling scene
anyway, I'm really struggling with matching up some vertex's so I can duplicate and rotate it.
I'll show you as I seem to be awful at trying to describe what I mean :P
So here is my quarter I am after duplicating...
Attachment not found.
And my issue...
..I also clearly have no idea how to use your attachments, sorry about that :P But if you click the links you'll see the pics.
Thanks in advance for any feedback!
Replies
Edit: Apparently maya uses Merge, which is found in the edit mesh tab.
I guess i could duplicate, merge, delete half the faces then I should have a working quarter... right? Would people recommend this or is there a better way to go about it?
For the record, Maya also has a "target weld" too, unless the version you're using is absolutely ancient.
Refer to the yellow-outlined box in the image below. I was too lazy to snap another shot of just that menu. Although, the red-outlined box isn't a bad setting to have on by default either. Enabling Border Edges will let you easily identify unwelded edges and other strange topology issues with your meshes.
So this is how its coming on so far in-case anybody was interested...
Couple of further issues if anybody has the time...
I have softened the edge just above the stands but the shading has gone funny, maybe because they are single planes?
The left cylinder in the image above is similar to what you have. The highlighted vertices represent the areas on the mesh that are considered nonmanifold geometry, and as you can see all the edges around that area share more than 2 polygons.
A simple solution to your problem would be to extract the entire under side and combine it together again (center cylinder in the image above). This breaks your model into two separate elements, both with their own set of vertex normals which should solve your strange shading issues you see on your model. The bold edges you see around the cylinder are caused by the separated element being exactly flush with the main element's topology. This is acceptable.
The right cylinder in the image above is probably a better solution, as it adds depth to your object, which is more realistic, and it keeps everything as a single element. The highlighted face loop was created by extruding out the border edges, then the rest was filled out using a combination of Fill Hole, Poke Face, and the Split Polygon tool.
P.S. if you upload images to your post but don't insert them into your message body, they will display neatly at the bottom with little thumbnails.
As I'm at my tri limit, I think ill go with having the separate elements, the second option. But I can definitely see why the 3rd would be the much more sort after approach.
Thanks again for all your time and effort, and everybody else's...
...Ill update this post once the model is finished to show you how it turned out
Thanks again!