For your obsession with tweaking lines and vertices, try the "set flow" button in 3ds max or try to find something similar if you work with another package. Edge/face constraints are also really good for tweaking, topologik has a neat tool for relaxing vertices while staying on the mesh. Slowly build your interface with…
Thank you both for the help. I'd also like to thank Psyko for his tutorial about the skin modfiier, it's really helpfull. I have another question now. I want to export this to a .md5mesh so i need to assign all the vertices to a bone,correct? So what i want is that some vertices don't move when the bone rotates. Is there a…
-- Select an edge and hold down CTRL then right click for Edge loop/ring options. I use MJPolyTools for the connect, but you can use the split polygon tool and adjust the weighting to your liking. -- Select the two meshes, combine them (Mesh - Combine) then merge vertices (assuming you've snapped the vertices over each…
I haven't used Unity's terrain system, but in UDK they force you to use a height map that has the same number of pixels across, that the landscape mesh has in vertices. So if the landscape mesh is 512 vertices across, the map has to be 512 pixels across. Also UDK requires the height map to be 16 bits per pixel (not 8 bpp,…
In maya, I would either grab the bottom verts in the viewport, or the uv editor, whichever is easiest*. Then align them all to the bottom and move the whole set down to suit the texture, and repeat for the top. Then unfold the center uvs using legacy mode/vertical to fix the stretching. *I'm assuming here that they've all…
Ah, looks like overlapping UVs. Some guidelines here http://wiki.polycount.com/NormalMap#UV_Coordinates Also, it looks like the treads in your highpoly model are perfectly vertical. If so, the sides won't be picked up in the bake. Make sure the sides of the treads are sloped instead of vertical cliffs. Page 3 of this tut…
I would start by making primitive pyramid with 4 divisions in vertical axis. Then cut polygons in triangles using cut tool and snapping. Then extrude and collapse each triangle to get a vertex in the center. Then select the center vertices and translate them out in normal direction. You'd only need to do this for one face…
@reecpj - Seems that snapping to grids/vertices/etc only works for move transform, and as for rotation transform, only angle-snap is possible. I want to preserve the shape/volume of my object so selecting those vertices I want to line up in local y-axis of the object then move/snapping them to grid aligned with that y-axis…
just the "Delete" key for vertices. If you want to select edges and delete the edge and the vertices I personally hold Shift + Right click - drag to 7 o'clock in the radial menu "Delete Edge", or the Ctrl + Delete as you said before (which I didn't know about until testing it now so thanks!) EDIT: also you reallllly should…
Actually the limit is 1000 vertices (VERTICES, not polygons) per surface. You can usually cheat this by making additional surfaces but then your smoothing won't be so consistent (if it's a naked model for example where shape, smoothness and curvature is most important) then again your model is split at the torso and neck…