Hey @sprunghunt , thanks for replying. Maybe I'm forgetting something obvious here, but that condition is not enough. If I create a cube and execute that from object mode, without even entering to faces or making any subobject selection, it still enters into the if and deletes faces. (if faces != 0: or if faces is not 0: )
Hey guys i been working in maya snd im making these hanging wires in my scene by using Surface curves. I then extrude (the curve is linear) and make adjusments.then i rebuild the curve into a cubic curve.i make adjustments.then i turn the curve back into linear curve with more spans .then some of my normal face turn inside…
The face texture set of my character get's dark when I rotate the view. I already restarted Substance Painter. Here a short screen recording showing it: https://imgur.com/a/hwcP9rz
There is no backface. There is point data and a computed normal. When you have single sided materials the rendering routine culls all faces that face away from the camera. When rendering doublesided it doesn't. It just renders all faces in the object. Most shadowing algorithms rely on a face normal (The averaged vertex…
hello, I assigned a material with a texture like I always do, but this time the faces keep black??? Please take a look at the picture. The strange thing is that there are still a few faces left, that display the diffuse. Does someone know what could be causing this? Thx for help! Greetings
Can I transfer UV's from one face to another that are in the same object in 3ds max? The faces are spokes of a car rim. I was hoping to find a way to save time and transfer UV's from one group of faces, each spoke, to another.
I have a similar question, creating a modular wall for a house, and it has an exterior face and an interior face. And this is made as one big fairly thin square with the top and bottom polys cut off, so you have 4 faces...when unwrapping that it seems like there is no way to use all the texture space, because you have 2…
number 3 do you mean face centers ( instead of/or selecting by whole face? ) In which case: Window> Settings/Preferences> Preferences> from Preferences window: Settings> Selection> Polygon Selection> "choose either Select Faces with: Center or Whole Face" Be careful! Display> Polygons> face centers is a display reference…
This. You'll be adding additional polygons, but it shouldn't really be that much and you don't have to worry about triangulation or anything, as long as it doesn't effect the visible faces. One thing to keep in mind with adding these extra faces though, is when you do make the Lightmap for them, keep the faces that will…
so its a seperate mesh but part of the same object? if so couldnt you just go into face mode and double click on one of the faces to select all the faces for that mesh and delete them?