If you want to fix the topology you must merge the vertices that are very close to each other and connect the rest with other vertices so they form quads and when you hit "3" the mesh smooth well without any n-gons ( n-gons don't smooth well ). If you don't want to do it manually try using this 2 commands with the mesh…
You're probably looking for [Active]General>Lead Color (the last selected object) and everything else under the [Active]Objects group (selected but not last). That purple polygon vertex color is [Active]General>Highlight Components, but edges and faces are under Objects>Polygon surfaces like CoH says. For the wireframe on…
If you just paint a mask on a layer than it won't work, no, because then it's just a layer and not a mask. If you want to copy your mask across all maps, you have to make sure that your mask is actually applied as a layer mask on whatever layer you want to use. Also make sure to have the layer mask, not the layer selected…
I like it. I will say that the $20 price tag seems a bit harsh for an early beta. The card selection isn't anything to write home about, but the deck types seem balanced and it can get surprisingly strategic. I play MTG, but I wouldn't say that you need to be a crazy TCGer to understand this game. A lot of the strategy is…
Uhm, this might disappoint you but I don't have many steps at all. 1. Select obj1 2. Press M, apply material 3. Select obj2 4. Press M, apply same material Oh, I guess there are some steps to actually make it a texture material. To add a texture to the material just.. uhm: 1. Open up Shader Tree 2. Find the material group…
Hi, Firstly do you still need to run the script? I'm doing it thru the tools option found in textools. v. 4.10 Secondly, can you give me an example? Lets say I have sphere I select some faces for smoothing group 1 , then I select were I want my hardedges to be with smoothing group 2. Whats the next step? If I run smoothing…
Seeing what you're talking about would help people diagnose the problems. Seeing in a format that allows scrubbing back and forth like quicktime would be great. Making the files available (if you can) would be prefect. I normally block in my scene pose to pose to get a sense of the timing and on what frames what motion is…
now i don't exactly get paid for saying this but i fail to see how marmoset is not an acceptable solution for this case? if you use a game engine for presentation, chances are you will be cranking up those shadow resolutions, tweak AO, use a lot more lights, larger/uncompressed/unfiltered textures and more fine-tuned…
What's happening is that the corner verts have corresponding verts to weld to, the others do not. This results in an open border of a large n-gon. There are 2 ways to go from here: weld or collapse the four corner verts and cap them. This will result in large n-gons which can be further cleaned up now that the mesh is…
When you hold ctrl, you will constrain proportions on both axis, this is handy for the free form tool (the one that does everything depending on the handle you use in the orange box it displays around your selection). When you hold shift, it will try to stay snapped in the sense that, holding shift and dragging the scale…