There is something wrong with this mesh and I can't figure out what. The uv's wont unfold correctly, I tried to clean up the mesh, I tried to merge the vertices, but nothing is helping. As you can see in the image below, the lower extruded part of the mesh is beeing unfolded properly. Any thoughs to what is causing this uv…
Gya and Dave, they're coming along great guys. Gyarados how did you go about creating the hair, something like fibers in ZB or more along the lines of extruded planes? I've been checking out Maya's Xgen recently and seems it can do a pretty good job of this.
Here's an issue im having though, cannot parent or constraint the IK foot onto the saddle...I think it's something to do with the fact that the saddle is skinned to bones? I made it simply by copying some faces and extruding them out: When I constraint it or parent, it just doesn't follow the movement.
I'm honestly bit disappointed that there is so few modeling improvements. I would be great if they added 3ds max like splines, Where you can set render in viewpoer and choose between cylinder or box. That is thing I really miss in modo. Extruding along spline is not the same, by any means.
I didn't mean the screen shot, I meant the tear on the faces of my model in 3dsmax. look at the small button, there is a huge tear running up either side of the face I extruded it from. But thank you, I didn't know that alt+prtscn captures the image on your primary screen.
Just bought a license for Topogun 2. And don't worry Neil, you didn't influence my decision. I was using an....educational version of 1.6 and I love the program so much I went with the upgrade. The new Draw, Extrude and Tube tools are amazing, and it seems the map baking is more stable.
I have another question... Damn I know I am posing many questions! sorry bout that! I am trying to achieve extrude by "local normal" and I tried playing with the values in XSI (x,y,z) but havent got the simple result I wanted. Any clues?
Thanks guys anyway I was doing some random stuff, I was learning about edges and vertex and all that extrude stuff so I said let's try hit something.. Also I want to model organic not that I don't like hard surfaces but Im more interested in organic.
Editable Poly doesn't support welding a fin to (or extruding it from) an edge in the middle of another mesh. This makes it a non-manifold mesh, not allowed. Editable Mesh supports this, but that has all kinds of drawbacks. A way around the shading seams is to snap the vertices together, then use an Edit Normals modifier to…
U mean that I shoulc chamfer the edges of the frontal big extruding thing ? About the normal maps I should remove the inside parts? and how I make a projection normal about that? thats a picture of the actual boat .... http://img689.imageshack.us/img689/7685/boatd.jpg Here my l