vw has 2 ways of doing this depending on if you starting with only half the mesh, or with a whole mesh. if you only got half the mesh. geometry> symmetry cut. in the case of a full mesh, you can center select a edge and go geometry, select calculate geometry topologically. i actually made my own streamline tool for these…
I installed this update, when I rotate the scene it jumps . I will try to explain :) There are now 2 grids, I can only turn off one and it isn't the one I like, can they be alternated as to which one is showing ? I am looking at a grid (I am looking at the top), when I rotate the scene the grid rotates a little then jumps…
Oh, performance indeed rises quite a bit when lowering the Processors Count to 1 or 2 and definedly seems improved compared to older versions. If you at some point get this scaled to use all Processors I guess you wont ever hear any more of Performance-Problems :).
2 small *BUGS* I noticed: * Tweak subobject & Undo = breaks pre-selection highlighting for that subobject. Actually selecting that subobject will reset it and pre-selection highlighting will work again. * Ring (key H) will not work if mesh is in subd mode. But select loop does. Expect both to work consistently.
Thanks ghib for the noob encouragement:) 1 and 2 worked perfectly, using the MMB did what I wanted, so now I can start modeling that spaceship. I couldn't find the symmetry tool so haven't tried your last suggestion yet, will look for it again later, I found the resymmetry tool (don't know what that is yet) but not…
thanks for the symmetry, and the manipulation panel changes, it's nice to still be able to have the panel open since it is used much, and still have a nice big viewport. got a question though about 2 things. what is hte easiest way to create a edge between 2 verts, and is there a config anywhere which stores the default…
Didn't test the last version much as I'm short on free time, but the app still lack two things: 1: a shortcut for cap holes. 2: a edge collapse (single/multiple). < this one IS really lacking imo. I will test it toroughly in the coming days, mainly for stability purpose as the modeling tool are almost there :>
Okay, I'm new here (and to 3DSMax) and I'm having a lot of issues with this nail gun: 1. How on earth am I supposed to get the trigger frame to morph into the handle?? 2. How can I better topologize this? It's causing some pinching. Here's a smooth of what I have so far: I've been working on this thing for over 10 hours…
that was more for kun to better explain features that could possible be added. but if you give me suggestions on what your trying to do i could do some mini tuts. prolly will take awhile though working 2 jobs right now and trying to move to a new place so a bit busy ATM.
ghib: Thanks for the testing! It seems at 6 cores the performance decreased compare to 62 fps with 2 cores you reported earlier. Can you test with 1 and 4 cores on 49125 faces and let me know the results? Yeah, I will look into other possible ways. I am now just finding a way to use multi cores to share some computations.