If you wanted it to stack vertically as well as horizontally 4 out of the 6 sides would be used up. I like only vertical stacking myself. Great idea :)
NVM, it appears that it's because I didn't perfectly alight those UV seams to the perfect vertical. It's really slightly off from a perfect vertical and it changed the whole thing.
1. Decide exactly how curvy it really needs to be. Right now, that's a lot of vertices for a simple surface.Kill all vertices that don't contribute to the curvature. 2. Try to avoid interior vertices. Just go from outer edge to outer edge. That should kill a lot of polys and give you a cleaner shape.
It seems that in Max 2010 you need to be a bit more precise when creating faces from existing vertices...you need to be a couple of pixels closer to a vertex when clicking than in previous versions, or you end up accidentally creating vertices in stupid places. Anyone know of a setting to adjust this? I'm not talking about…
I have been looking for this function in XSI and just cant seem to find it. In blender there was an operator called "Remove Doubles" and what it would do is weld vertices that are within a threshold that you can set (default 0.01, doubled vertices). XSI obviously has this functionality, but I cant find it, and strangely I…
In my screen shot there are two scale buttons on the upper tool bar. (Ignore the red box.) The first is time scale (horizontal), and the other is value scale (vertical). The time scale is relative to the timeslider (blue bar). When you turn on vertical scale an orange line will appear. The vertical scale will be relative…
love the head wire! pure sex. skinned up and ready to go I assume? not just moved vertices to make a pose for polycount?! edit: may be just moved vertices huh?.. the distance from the left brow to the nose vertices is kinda short! either smooth dat shit or prove me wrong! ;D
How do I remove individual vertices from a shape key? Meaning, I have created a shape key, certain vertices are deformed by that key, but there are some vertices in that shape key that should not be deformed, they were deformed accidentally upon creation of the shape key. I'd like to remove them from the shape key.
Vertices and Faces are in the MEMB section, the first vertex starts 80 bytes after the 'MEMB' string, then the faces start immediately after the vertices. GEOM and MESH are just properties sections.
It happens when u have overlapped vertices . Just select all the vertices and weld them at a very low threshold, or try STL check modifier , if there is any mesh errors.