yuo could addd an edit mrsh on top, do your editing, move the edit mesh below the skin modifier , then 'collapse to'. You should be left with skin intact.
So use the poly modifier to tri up the mesh, and then optimize it for whatever I'm doing, unless the models tris already look ok and don't cause a problem, like when its on the cap of a cylinder.
Yeah, it will transfer. General idea is to make whole model smooth, Auto Smooth on 180 and then assign sharp edges as needed. You could also give 'Weighted Normal' modifier with Keep Sharp on a try.
Where would I put those vertical edges in this particular model? tried method 2 with the Bevel Node. It's almost the same as using the bevel modifier on the sharp angles. Worked pretty well too:
Try mass selecting the ones you wanna edit and hit F9. It will enter vertex/component mode for all selected objects. You should be able to modify them together once you do that.
PhilipK I've been through your Modular Rocks tutorial and was wondering how you go about modifying this technique for mesa pieces that can be viewed in the round like terrain pieces in the environment, etc?
Started working on the texture for the side room floor. Not going to add too many more models to the room as it is already small, don't want it to feel too cramped. Also modified the hallway floor a bit.
for me the hero feature is that it doesn merge geo taht is close together... like lips or eyelids... its no problem to model a fist and open the hand later on... its ideal for concept sculpting... or modifying scandata...
Did you turn off the isolines? Looks like max exported only tris not quads, oth erwise it might need an editpoly modifier on top. But for now my best bet would be isolines.
Thank you! exactly what I needed! I didn't consider the lathe modifier because my starting loop is part of an already existing geometry, I would have had to attach and weld it