I think you have what is known as non-manifold geometry. It's a fancy term for "impossible" geometry. Edges should never be connected to more than 2 adjacent polygons. It's physically impossible if you think of how that shape would exist as one piece in the real world. Above image: Left mesh has non-manifold geo. You can…
By default, Windows manages the pagefile size automatically. Most of the time this will work, but not always. If you want to check on your pagefile, I can give you instructions for Win 7 -- older or newer versions will use slightly different methods. I'm going to generalize some of this so that people from the future with…
You dont really need to do the split on the top side. Just outline the circumference of the top side and of the bottom side with seams, and unwrap that. I havent looked too much into the new Peel tools so I dont know if this was done by AutoPeel, but it looks like that's what happened here. Some manual placement may be…
I am looking for a well rounded low-poly model artist to help our lead animator/modeller with producing props, characters, weapons and objects. This is a free multiplayer demo so the position is non paid, however full credits will be given on website, game credits etc. The project is a 3d war game in fps (with 3rd person…
So I have a basic maxscript or command that I am building out a context sensitive script with later on which is here: if selection.count >= 1 do Which works as intended when Evaluating it through the script editor. It will collapse the stack no matter what down to my editable poly. Which is what I want. Now if I make into…
Figured with some of the really awesome games I've played lately, it'd be neat to start listing game design elements that make a game that much more interesting and fun to play. I'll start~ Body part targeting systems - allowing the player to manually select what areas of an enemy to target works in a great pen and paper…
So im working on consolidating a bunch of different objects onto a single texture sheet. I selected all the objects added a unwrap uvw modifier and rearranged them so they all fit into a single sheet using uv channel 2. Now when I do render to texture the diffuse transfers over fine, but the normals go to hell. First I…
Hello, I'm attempting a small project and was wondering about setting up a convenient tool/rig for adding variation to a model. This is the low poly (981 polys) with the Normal Map of my Mudbox sculpt. By selecting the tops of each stone and changing the height and/or making them uneven with some rotation I can get the…
Easiest way would actually be select the edge rings and delete them, then extrude new ones. Sometimes going back a couple of steps is faster than fixing it. Another way would be to select the last edge ring, press 'b' in Maya and keep the soft selection close to not affect too many rings at the same time, then just use the…
It can easily be done as a script (or at least synchronizing the vert positions can be). The problem is processing the data quickly. Maxscript is not a fast language, and iterating over and matching the positions of thousands / tens of thousands of vertices could take a long time. Anyhow, here's a simple/unoptimized script…