Since you're using 3dsmax, if your model is an Editable Poly object, just select two vertices of the offending polygon, and click Connect. That should turn your poly (what looks like a 5-sided face) into a triangle and a quad, and it will either make it convex or concave depending on which vertices you connect with a new…
HI When I am exporting my displacement and normal maps from z brush using multi exporter, I am getting jagged cubes on my maps, where as uv seems fine to me as I have unwrapped it in maya and it has udims. Kindly help me !!
So you've been modeling a character/asset and you need to extrude a perfect square but what you have at the place you need to extrude from is a rectangle with no idea what the length and width is and the width isn't likely to be half the length for an edge loop in the centre to work. How can you make it into a square?…
Hello all, I'm new around here, and have used the "search" function to look for my answer(s), but didn't find it. I might not be looking in the right areas though, and will gladly take a link to the thread/area if I have missed it. Is there an area that discusses the polycounts of older games, from like the 90s? I'm…
hey guys, its me again. i'm trying to simply put straps or rings around an oiltank First, I create an oiltank shape. Extended Primitives, i believe. then i tried to add vertices around the oiltank. Then i tried to join them together connect/bridge/weld. but nothing works. I googled it and there's nothing about making a…
This competition seemed like a really interesting challenge, and I hoped it would finally force me to release one of my projects! :p Check it out here: http://steamcommunity.com/sharedfiles/filedetails/?id=683990294 This skin was inspired by the classical 80's computer landscapes, used in various commercials ranging from…
I don't know if this is a good practice, but can more than two faces share an edge? Like in this picture- I've tried doing something like that for one of my models, because there are only a few faces that need to overhang from an edge. Normally I would make a plane as a separate object and snap the vertices to the other…