or... use some lineup scripts that align the verts - because most certainly they cant be on the same position each time. In that case look in the edit mesh or edit poly rollouts for the "x" "y" "z" buttons- because they will align the selection components (e.g verts, edges or faces) along that axis. Or do you perhaps mean…
I dont like the gradient fade out- it kills the style. You have rounded outlines where in a propper execution it should have edgy and sharp edges - its like bluring out the details- I assume this is because of photoshop and its default behaviour of the outline effect. As for the composition I think the wings with the arms…
@conflig Yeas I do have my hard edges set to hard edges and I also have enough space in my uv layout @rollin I have viewed them both together and they do match on edge and I have adjusted them as needed as well and this is still an issue. Unless I am just missing something completely obvious
dunno if this is what you meant, but here's a quick hacky model job 15 min or so in max. basically started with a box and divided it then extruded out the nubs that made the groove... and then extruded out the side thing ... added some supporting edges and set edge flow on the places that weren't supposed to be hard…
The triangulation is not totally random, in 3ds Max it is posible to edit the hidden edges. Usually when I model I like to have a clean mesh which mainly shows the edges that define the shape of the mesh, and then edit the hidden edges to get a proper topology. Ok, now I see what you meant about the high-poly mesh. I'll…
That doesn't make sense. If I have hard edges, but no UV splits then I'll get nasty black seams. http://www.polycount.com/forum/showthread.php?t=107196 You need splits where your hard edges are, but you don't need hard edges where your splits are- that's a basic rule.…
That sounds more like the definition of "non-planar faces" which is also a cleanup option. Nonmanifold refers to impossible geometry such as when an edge becomes extruded from or welded to a non-border edge, causing an edge to share more than 2 polygon faces. In these instances, such offending polygons should be either…
To me, because your high poly model has a smooth edge, and on your low poly it's very sharp, the values are conflicting. I get this all the time, best option is to probably chamfer the edge because you can't do much with the smoothing groups here i don't think Are you talking about the edge of the object or the line at the…
F2 is the default hotkey. If you don't have it set, you can set it in the customize menu. It's called: Shade Selected Faces Toggle I don't think there is a way to increase the edge rendering size. In Preferences > Viewports you can increase the vertex dot size, but not the edges. The Unwrap UVW window has bold edges, maybe…
Also, importantly, as I mentioned above you should concentrate on only straightening border edges, otherwise your UVs will be distorted. In Max> run Straighten Selection> run Relax by edge angles with 'keep boundary points fixed' checked In Headus> hit R(rectilinear unwrap)> hit F(relax with edge borders unaffected) Both…