Hey everyone, I’ve been working on a passion project that I’m hell bent on turning in to an actual game and studio. I’ve posted online before recruiting for this and have met/worked some incredibly talented individuals. We need more talent though. Specifically we need 3D artists (environment, character etc) I’ve got a…
Thanks for the replies. There are no faces underneath the affected faces, and I just can't see what's special about the affected faces. I've tried looking underneath, flipping them etc. I've also experimented a bit and arrived at the conclusion that it's always the same faces that are affected (so it's not just random) no…
Maybe it's possible with bpy. but i don't know if you can store custom data like that on vertices with python. It doesn't even need to work procedurally, it just needs to be one button for lock and another button for snap. each vertex on the lp would need to hold a unique identifier for their respective hp vertex so they…
As always, there's an ideal form and then there's real world. And real world is a b*tch! Here's the point: usually you don't just cut your model's edges into tens of vertices to get a smooth curve. You place some key vertices (like in a bezier curve), some creasing (to keep certain edges sharp), and then you hit the…
"Support loops" is terminology, so it might mean different things to different people. In the context of the Subdivision Surface modifier -- in Catmull-Clark mode, engineered by Pixar -- the position of an original vertex (one of the vertices of the mesh before it is sent to the modifier) becomes a weighted average of the…
Hey Man I think shes a really nice character - great job!! Some thoughts: *Closed the skirt up with the same lacy material from her shoulders. ie full skirt instead of half skirt with legs showing to increase 'verticality' * Made the bonnet(?) taller to increase that level of peity and to again increase 'verticality' *…
You get these errors in the following cases: - More then two vertices on the same edge without them being connected (triangulated) to another vertex - Faces that have are made up of vertices laying exactly on top of each other After you done the checks described by e-freak, delete all the marked vertices, edges or faces…
I use a plugin thingy called "normal tools".. not the best name for a script. Anyway after a quick search. http://cmcproductions.co.uk/files/migNormalTools.mel is probably the one. It does what you ask, select vertices/normals and align em to a face. What I do is have the "type-in dialog" open (polygon menus. Normal…
Hi! It looks like some modifiers were carelessly applied to this mesh before, or it was exported from somewhere, so it has some issues at the moment: - your beveled edge is not only marked as Sharp, it's actually ripped - you can see this in Edit Mode if you try to select and move a vertex there. You'd need to select all…