ever try 3 monitors vertically for productivity? Particularly if u code and refer to a lot of reference material vertical is great with graphics in the middle. Also squashes the field of view so all material is visible at once.
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 :)
Can you line up your vertices with the head vertices, then bend your vertex normals to match the vertex normals of the head? That should solve 99% of the seams, assuming the head normal map is fairly flat-colored there.
You're going to want to turbosmooth. 1) Make cylinder with even sub divisons. 2) Select vertices in specific pattern, where you want the chamfering to happen 3) Chamfer the vertices. 4) Smooth Preview or Turbosmooth.
Looks pretty good. Right now there is obvious repetition on the vertical bars. You have enough room in your texture to make several unique bars. Then flip some of those vertically and rotate to break repetition more
Hi,try placing your uvs horizontally or vertically. Also, in the way you have these uvs, is a waste of texture space. After you placed them horizontally or vertically, you can use 1024x512 or 512x1024 for resolution.
Anyone knows an easy way to get the closest edge to a given position? i already know a way to do this for closest faces and closest vertices with the node closestPointOnMesh but this only returns faces and vertices.
I'm trying to only select the facing vertices. From what I've looked up it's called backculling and is accessed through the custom polygon display options. These are the options I set up, but it doesn't seem to deactivate the rear vertices. Anybody recognize what I'm doing wrong?
Maybe you can apply a standard vertex weld over every vertices with minimum distance. By this way you can weld all the vertices and maybe repair the vertex normal.
I have a lot of vertical edgeloops because I used a bend deformer. I definately wouldn't have had as many vertical loops if it was a straight corridor. Thanks for the comment!