Select your edge loop than convert it to vertices with Edit Polygon>>Selection>>Convert selection to vertices. Then you can use the Polygons>>Average Vertices tool which has a similar effect as relax UV. Or with the vertices selected you can use the Edit Polygons>>Sculpt geometry tool set to Smooth.
I just made a model in ZBrush and need to finish it in Maya. The model, however, has waaaay too many unused vertices. There are a lot of completely flat fields covered with hundreds of vertices that have no use whatsoever. I know there's a Clean Topology function for Subdiv Surfaces. Is there something like this for…
no i want to be able to select all the verts i want, then all those verts will be welded to their neighbors where possible. (like if i select 3 vertices, and 2 of them are neighbors, the 2 vertices will be welded and the 3rd one will be left alone. in the example i posted there are only 3 vertices, but imagine if there…
aw damn hmm, well, you basically need to constrain the vertices. In maya you have something called cluster that you can add to a selection of vertices, and then pulling this cluster handle around, moves the vertices. Look for the equivalent in max.
I'm sure this is a noobie problem, but... I decided to model very simple coffin so I could train texturing. I tried to weld some faces in uvw unwrap editor, but there are some "frozen" vertices. I've painted the problem area in red. I cant select the vertices from that polygon but I can select it as a face or edges. All…
checking the distance between edges is not useful because you can't do anything constructive with the information (edges are defined only by the vertices they connect ). optimize and pro-optimize modifier are both good for getting rid of this sort of thing, as is simply welding vertices with a distance (either as part of…