when you did the circle for the Screws, you clicked a couple of vertices and got a them to form to a hexagon or Octagon. My question is, 1. How did you do that? 2. Is there a way to do this in Maya?
Awesome as always Nizza :) One thing I'll say though: it feels to me like the concept is a bit more "squished" vertically and therefore more cluttered in appearance. Just a tiny bit, and mostly in the torso.
I see, i figured it's somthing to do with the face having too many vertices, i did stumble upon a fix somehow in mesh>clean up>split concave faces. thanks for the help
One of the things I do with trees when I'm using the foliage tool to place them is uncheck align to normal but then I add a +/- 5 degrees vertical tolerance. https://i.imgur.com/VvPB6J8.jpg
Day 22: Marlon Brando Part C - added just a little more details but mostly pushing around vertices and experimenting with Hair. I think the likeness is good enough for some sculpting now.
You can use it to move objects/vertices etc to exact points, set origins.. Btw, i've had dynamic space bar menu working as default everytime i have installed Blender..
Those two edge loops in red do nothing for the shape (Waste of vertices), and should be removed (Unless the large faces of the blade aren't planar, for example if it tapers in at the back. It's hard to tell from that screenshot).
You'll need to connect vertices within the shape so each face has a clear center. The "H" part might be fine, but the cutout box on the left tends to confuse operations as to what's in and what's out.
Long triangle consideration aside in both scenarios isn't the number of vertices the same? I know we are used to think in terms of polygon count but mostly what matters is *vertex* count, I believe.
The topology shouldntt be an issue unless there are ngons, stacked vertices, flipped face normals, or improperly configured vertex normals. Not sure which software you're using in that shot, but you should check all three.