If you harden the normals /set to face it should project straight out. I tested it recently after the same point was raised by an artist at the office and didn't see it behaving wrongly (not that I'd put it past Maya to have special cases)
some weekend twiddling led to 2 semi-scripted plugins (rely on some compiled code) for 2 different discs/cylinder ends with a more constant face density, one uses a regular grid fill the other a radial fill.
I'm working on a backface culling tool... Limited utility so far but still fun to play with. Hope to eventually be able to apply it to a camera path and delete any faces that are never seen along that path (useful for in-game cinematics) Before After
Yes, but it skews the shape of the trim as I mentioned above as it gets farther away from the model. The only clean way I've found to do this is with extrude face since it will stay straight, but that's time consuming and the rout I took which was painful.
@fire67 that noise texture method is very tempting for terrain Currently working on Wind Waker style blob lights to some success Shader + Problems I'm facing in this thread: http://polycount.com/discussion/185838/wind-waker-style-firefly-lights/
very nice work Keen! I guess the z-fighting along the break splits could only be resolved if the split geometry was created in code (ie. inside faces discarded from indexbuffer) Or it's slight mismatches at the shared vertices. nevertheless great stuff.
Hey Malcolm thanks for taking interest in this. 1.in face mode, it works on face with 2 incoming edges. In edge mode it will connect ring selections. for vertices, select the t verts (verts with 3 edges connected to it) and it will auto connect. 2. space loop works on any kind of surface. however, it does not smooth the…
All I can say is that that looks a lot less convenient than making a face selection and having the selection automatically scale to it! Choice is great, so I welcome being able to place it manually, I just hope you don't skimp on the options Polystein has.
Nice! I do find the text pretty hard to read though in your UI. Monitor contrast/brightness will affect this, and I know the Icons are really what you should look at/use, but I have to squint/put my face up to my screen to read what they say.
Made a simple script for moving selected objects into a grid layout: https://www.dropbox.com/s/p2px8v4yxqiidv8/spaceSelObjs.ms EDIT: Also made this script today which selects all faces in a Unwrap_UVW that have no area in UV space (for fixing meshs with bad…