AFAIK you need to add a "Select Mesh" Modifier to the Mesh that you want to weld, then Select all Vertices (in Vertex Mode), then hit the Modifiers "Weld" Button. You may adjust the welding tolerance (or something) here. This is also required before you can add a "smoothing" modifier if the mesh was unwelded before (eg. in…
I've had this worked on prior, but the results didn't turn out as well as I'd hoped, not an insult to the man who did work on it (his other work for me has been exquisite), but I would like a more experienced hand on this. I require this model for my drawing work. The work I need done is as follows: * The body needs to be…
Ahh ok I messed little bit with the other parameters, the bbox parameter should be off and to use displacement by material just need to check use object mat in vray displacement modifier, so every model i want to use with displacement shouldd have disp modifier and if I want to aply maps etc i just check use object mat in…
Try using a 2x2x2 FFD modifier, should help a bit with getting a smooth surface while angling it.. that or.. delete everything but the outer side and rotate it.. then exttrude the edges needed, add a symmetry modifier, and then a shell modifier and done. I don't think you should be all too worried about tri-counts or such…
Think about how the article would be made and split it up into those pieces but keep it as one model. Place a subdivide modifier on the model and increase subdivisions to 2. See what the modifier does to your model and add edgeloops where needed. dont apply the modifier until you are satisfied with the result. Without any…
We are trying to make it all in Speed Tree. I actually pretty much hate it. So inconvenient . Vertex normals are never right there. As of Blender I used data transfer modifier. You make a shape approximation of a tree ( I used Zbrush re-mesher ) but my guess it should be possible to do in Blender too. Not sure why…
Hi! You could model the missing geometry, create an additional UV set and unwrap, then transfer/bake textures from original to new UV set. Once baked, you would have to improvise/fill the texture for the missing parts of the body using the existing ones as reference. Could of course create a highpoly (I assume none exists)…
So this is my study diary. Hello, I apologize for not having a sketchbook. Since I'm not very good at it, it didn't seem like the right thing to do. I've recently started learning about 3D modeling topology. To truly understand it, I've created a personal exercise Inspired by Frank's posts on this forum :) , The idea is to…
Hi everyone, I have a question regarding the turbosmooth modifier in Max. Do you use it to create hi poly geometry that then can be used to bake normals out for the low poly or is the modifier mainly used to just showcase high poly models. What I mean is that once I have all the supporting edges in place, can I place a…
Hey, For any one that uses this modifier in Max. Ive been trying to get this to work but....it doesn't seem to be doing anything. I've tried the following workflow. * Copying a symmetrical mesh. * Using the transmographier modifier on the original mesh and selecting the copied mesh as reference. * Selecting "Mirror" as the…