Hi guys so with 3ds Max we have Constraint options in Edit Geometry , but when I want to extrude vertex or edges along the edge I don't have any option. Also its quite awkward in Max that I can't align vertex to vertex/edge/face like with Maya just choose a vertex and hold 'v' on keyboard to align. :/
The problem you got isn't that you have a large ngon, but that you have an concave ngon. Check out the picture I made below. There is three rows: Convex ngon, Concave ngon and an adjusted concave ngon. The first row got three shapes, ngons, which are convex. These are good ngons when using anything that adds more polygons…
* Convert a UV vertex selection to a Geometry vertex selection * The resulted Geo vertex select and now convert to UV selected verts * substract your inital edge to vertex UV selection you should have the counter vertex selection in UV space which you can convert back to an edge selection. In TexTools (open mzp with ZIP…
So Something that has been bugging me lately in maya is that when working it's very rare that I'm actually on the origin for any gven shape (gotta see relationships in context of the actual location) So this has given rise to me creating a cube and snapping it to the nearest vertext I in the area I'm working in. The…
I've been recreating low poly trees from WoW in SpedTree, and I assumed that SpeedTree would use bones for the wind animations. But it actually only uses vertex animations for the wind. The engine only uses bones for animation, so I need a way to create wind animations with them. The tree is made up of 4 different frond…
The vertex count you see in your 3D app doesn't reflect the true count of vertices as the game engine sees them. It doesn't count all the vertex splits due to UV, normal or colour differences (or any other per-vertex attribute that can have different values for each polygon the vertex belongs to). So generally triangle…
But guys..... Striping is absolutely not similar with triangulate your model in your 3D application XD :D :D :D Or to keep quad in your model for optimization O_o... Striping is a method to connect vertex together with a right vertex list in a right order and then to deduce triangle. To triangulate your model or to create…
You want the conform compound object. It's under compound objects in the create menu. You can't connect vertexes across an edge without cutting the edge. You could try using the slice tool with vertex snap turned on. Or you could insert a vertex on the edge you want to connect across and use regular vertex connect.
Use decimate modifiers in Blender and vertex groups to set priorities and keep some loops necessary for animation intact . or multi res in MAx or simplygon . They will try to keep shading up to certain percentage but to get best result use Blenders data transfer modifier to project vertex normals from original mesh to…
MODO | Vertex Map Math Tool This video is a quick introduction to the Vertex Map Math
Tool in MODO. The Math tool operates on multiple Vertex Maps. You can use it to
scale values, compose maps in different ways, and convert map types. http://www.pixelfondue.com/blog/2017/4/14/modo-vertex-map-math-tool