Is there a way to be able to move a ring or faces towards a centre point while maintaining the scale of the faces selected? I want the thickness of the ring to be the same when moving in and out.
I just want to know what kind of techniques people use when modeling a helmet with a visible face such as: Do you model the face first then Build around?
*cracks whip* the tree leaves are too noisy, make the leaves bigger and more simplified for better results! The surfaces of the cabinets touching the walls are often not like the surfaces facing into the room, and are usually flatter and not painted, you can maybe even add pipes/electrical/utility details here.
Also go into windows...polygon display and change the setting from face center to face so that instead of selecting the annoying dots...you can now just select the face as well by clicking on the face.
I think I've figured it out. You have to be in Edit Mode > Face Mode to make a face active. Also the faces can't be triangulated, if they are you have to select the faces and press Alt J.
Workflow-wise it's the exact same approach; you select your faces and run the script and it sets the vert normals for you. The main difference though is the way it treats verts that share faces of your selection. The script you referred to goes through face by face and sets the verts to the normal of the face, goes to the…
I've got some faces selected on multiple objects through a script and I need to only select the faces from the object with a certain name, is there a way to remove from my selection or remove from my array in Mel? I was thinking the name of the object would be enough to identify which faces I want, but I can't figure out…