If you want to exclude vertices from a bone completely, there's also the "exclude/include selected vertices" functionality for that in the skin modifier rollout
I'd re-route geometry, either welding vertices or deleting edges in order to preserve your existing topology by utilizing the wheel arch control loop due to the intersecting curved surfaces and high subd level guide mesh.
I was just interested about t - vertices, how they affect final model. I didn't intend to add that loop there. The original question was whether to prefer less t - vertices and much more faces or t - vertices are fine and can be used whatsoever.
Does anybody know how to rotate an object around the mouse cursor in 3ds max? i don't wish to rotate an entire object for positioning purposes, rather i am looking for a way to rotate an objects vertices around a single point or mouse cursor for modelling purposes. I will try my best to explain. 1) Here we have a basic box…
Dynamic batching: For small enough meshes, this transforms their vertices on the CPU, groups similar vertices together, and renders them in one draw call.
I'm starting to unwrap a model in 3ds Max but I am having an issue where it is not letting me select many of the vertices. I am able to select some but it seems completely random. And it appears to mostly want to select vertices on the opposite side of the model. I have looked around online for answers, but no luck. Any…