It looks like some of the vertices aren't merged together. If you extruded some of that shape then the vertices usually aren't attached at that edge in my experience.
with that base you can also select a horizontal edge > loop > ring > straighten horizontally, then select an vertical edge > loop > ring > straighten vertically
Hey, im modeling and testing new techniques for a building. Ive got a problem with the 'snap to curve' - tool. Snapping a single vertex to curve isnt the problem - snapping vertices with a shape onto a curve, all vertices are being centered. :poly127: does anyone have a solution for this? or a better idea? or what i am…
Is it possible to merge duplicate vertices in zbrush? Sometimes I import objects from Blender with an edge split modifier applied which causes problems in zbrush if I subdivide an object with smoothing on.
When you are done with your weighting, you can convert all the vertices to "Modified". This will allow you to add bones without any of their weights changing. When a vertex is tagged as "Modified" changing the size of the cross sections no longer updates the influence on the vertices, and the influence can only be changed…
Have you tried selecting all vertices (before triangulating) and using weld/merge vertices or whatever its called in maya, lowering the threshold to make sure its not effecting anything you can see, and then checking for ngons? There might be some weird vertices that are messing it up.
There is even a button called "Bake Selected" ( the little oven bakes the selected vertices ). In the same button row are tools to completly exclude vertices from specific bones Another thing that might help are named selections: select your vertices and type a name in the Named Selection field.