Thanks EarthQuake. hardening the edges where the cylinder joins the rest of the model sorted it out. Not really that used to using hard edges for anything. In the past, I've usually just set smooth edges to everything, but I can see how that isn't ideal in some cases.
That elbow joint should at least have a double edge on the front most edge, though you could probably get away with a double loop all the way around. It would collapse a lot if the arm were bent with only one edge loop right at the elbow.
The edge definition on the red crate is way too even and looks very procedural/Fake as a cause. Its a great base tho, just erase randomly 30% of the edge wear with a grungy brush and you have near perfect edge wear. Models look good
About your problem, you have some bad topology to begin with, a few T vertices along that edge. Remove them, or add edges on the other side to make the loops continue around the corner. Also you may have duplicate verts along the edge there.
you can slide verts on edges in maya. but have to do one at a time and sometimes its pretty fiddley. hold c and mmb on the edges you want to slide the vert on and then move the mouse along the edge. wish maya had more features like max :(
IIRC, csSlide is now replaced by the Constraints options (Edge). Orionflame 3's Chamfer has a "Connect" option that recreates the original edge between the new chamfered edges, similar to the old Chamfer Solid. Alas OF3 is not free... but OF2 still is, and it might have that tool.
soul, you have so many edge loops, yet at the angle you have a pointy cheek. The edge under it needs to come out some to smooth out that edge. You know this better than i do.... oh and 256 on 2400, pure evil......
A lot of more subtle changes today, lots of cleanup and clarifying edges, especially the seams on the dress and the cat's face. I've been looking at a lot of handpainted textures done by Chinese and Korean artists on Sketchfab and trying to get that same clean, readable look -- a lot of the models in this style actually…
I've found the best way for this particular example is to use snap axis restraints. Start by scaling your opened edges in. This will give you results with preserved vert normals, but non-uniform edge distances. This provides uniform edge distance while preserving the vert normals. Surely this is scriptable, though?
Ehm, no problem! ;) Just checked that sometimes you have to use the edges in the UV Editor to use this Button. I have selected 2 Green Edges and pressed the Button and nothing happend. Then i selected the same Green Edges in the UV Editor an they become white after i pressed the button.