I use this method: - stay in vertex sub selection; - in the graphite tools, click on the selection tab; - click on "by numeric" tab; - set it to <3, then click the arrow; - you should have most of the redundant vertexes selected now, so you can delete them (do a safety check for possible vertexes you must deselect, before…
i dont know about maya, but thats what i would do in max. eather soft selection, or if i was in the mood, a loft with shapes a 0 and 100%. but yeah soft selection would probably be the best option.
What about capping a dome then? My end result of these still has a slightly visible ring on it. This was a section of a polysphere attached in and scaled to fit the curvature. Is there a better way of achieving this result? Like a soft selection to get the curve? Edit: also for Colddeez you can select quads, tris or ngons…
2 methods in modo really 1. Select 2 edges(or more), bridge. if your # of sides are even, you can select a bunch of edges and bridge to get perfect quads etc. by # of sides varied a bit more than i liked so i needed some tris in there 2. Select vertexes and make poly! In modo this is P on the keyboard, im sure other apps…
Kroma!, I don't think it'd be right to just cap a spherical dome. What ends up happening, if I understand what you're saying, is that maya/max puts a flat surface instead of a curved surface, which is probably why you're seeing those distortions in your geometry when you smooth it. Unless someone else knows a better way,…
hum. to crease an edge i usually select that edge, or loop of edges and use the extrude tool which adds one new loop on each side of the selected edge. in max you can do that also. just set the height value to 0. :)
Did this a while ago. I started from cube and save these edges as selection set. After smoothing the selection set would give me this. Then I smoothed a 1x1 plane and shrink-wrapped onto the first object and start doing quad draw from there.