@slosh Thanks for the reply ^_^ Sorry I only just saw this now as I haven't been back on Polycount for a bit Although I agree on some points, I didn't want to go too intense with the stylized proportions, and I feel like your edits push things a little too far from the look I was aiming for. I appreciate the edit and…
polyNormalPerVertex -q -xyz; in mel will give you the vertex normals for the vertices you have selected. then you can manually input them into the new mesh using set vertex normal. or just duplicate the mesh you want to match the normals to, attach the new mesh and select both verts you want to match. go to the vertex edit…
yeah that would be cool lotekk. Ive think the main problem with vertex painting in unity is that when you change the models in any way that edits verts then you loose all your vertex painting? Sometimes you need to edit models quite a bit during production and redoing your vertex painting again and again could be…
Hard to tell what you're doing exactly. From the image you have faces selected so it's going to delete faces. If you want to remove an edge loop the safest way to do it and get predictable results would be to select the edge loop and go to Edit Mesh > Delete Edge/Vertex. Also delete your construction history, that can…
Ok, Delete the skin modifier. Create a cube obj, add an edit poly modifier to it. With cube edit poly selected, select all of the polygons of the box (but not your ward) and delete them. Now select 'affect pivot only' and hit center to obj, and align to world. Reskin. (creating the cube gave you an obj with no scale or…
When hard surface modeling you want to keep your low poly model as a control cage for your subdivided model. Add the turbosmooth on top of your edit poly but don't collapse, switch back to the edit poly below and alter the shape and this will change how the turbosmooth affects your model. Don't ever collapse the stack with…
(F is 'Fit Mesh to View'; it doesn't rotate a model, only frames it to fit the document size. Think more of a cube that has been rotated 45' so that the corners are facing the camera. Snapping uses 90' increments, so you'd have to rotate the mesh in order for snapping to see the sides of the cube). Edit: I see you…
The only edits I really care about are the ones on the hands. I'm not really certain how they even got mismatched on the forearms since I didn't really poke at that. Do you know how I could use morph targets to get the hand edits back? I also tried dynamesh (I'm not very familiar with it yet). It fixed the issue and made…
Exit edit mode and clear the document. Set the RGB and Z Intensities to 100, then redraw the tool onto the document and go back into edit mode. Any value less than 100 (even as high as 99) will cause that behavior. There's a bug with projection master (caused by saving projects in 2.5d mode, which includes quick saves)…
@GarageBay9 WINE is pretty shit and never will be reliable, or run at decent speeds. @notman UB didnt make linux user friendly on there own, there are lots of distros that don't require you to edit configs or use the terminal. Think people feel that about linux because they tried things like redhat, centOS or suse linux…