thx lamoot!tried and works. yeah that active face/selected face is confusing ;p .in most ( if not all ) 3d apps i know .. the active face is the selected face.
Ya man, just on that sigma grindset and there's no stopping - Added scales - Added more scales - Added even more scales -Felt sorry for my tablet for hand drawing each individual scale - Did some face and butt reshaping Have a great week!
I used the spin tool in blender 3d. I did everything right but the problem is after the spin some of the faces (or normals?) are facing the opposite direction of each other. Why does this happen? I want them to face the correct way... which is outward not inward, because then the faces are hidden, and that's not good. How…
I just did a huge lowpoly level. To my surprice i see that Maya has created double faces all over the place ! I did a merge on all the verts in the scene wich took down the amount of vertecies to half, but somehow the faces remains. I have tried to mark all the faces and delete but then Maya deletes all faces. I have tried…
I just did a huge lowpoly level. To my surprice i see that Maya has created double faces all over the place ! I did a merge on all the verts in the scene wich took down the amount of vertecies to half, but somehow the faces remains. I have tried to mark all the faces and delete but then Maya deletes all faces. I have tried…
Does anyone know how? I see "mesh to points" with "face" drop down choice that puts a point in a center of a face. And normal node to align an instance Z axis with a face normal vector. But no way to rotate the instance properly around that normal like what regular instance on face does in object properties. My guess we…
Hello, I am trying to figure out how to build an array with faces that have a particular material assigned to it. I have found bit of info here and there, and this is what i came up with. string $matchingFaces[]; //this will be used later to select faces ConvertSelectionToFaces; // just select all the faces of the mesh…
About polygon count I have: 2554 faces, 5110 triangles for the body(jumper, trousers and shoes); 748 faces (1496 tris) for the hands; 3726 faces (7410 tris) for the face
Is there a way to get this to work so that it makes every face it is used on to be on it's own plane? If I go and apply it manually to each face, the adjacent ones get distrubed. If I select more than one face and use it, all of the selected faces become aloigned in one plane.