@metalliandy yes, they will have the same amount of vertices as long as your beveled cube don't unwrapped. If you start to add UV seams it doubles vertices that being cut. And in this case regular cube with hard edges and UV will have less vertices, coz if you make UV seams on hard edge it won't double it again, coz hard…
I've had a problem a few times where max would shit itself and either the vertices would disappear or shrink(I normally use gigantic tonka vertices) and I'd still be able to select them. I can fix it by changing the handle size, displaying vertices as ticks or switching between direct3d/opengl. and yeah, this PC tends to…
I want to delete history to delete polyBevel1 Node. But nothing happens on deleting history and when I move vertices on orig geometry , vertices movement shows on original geometry but not shows on orig geometry. What would I do?
Hey everyone, Quick modelling question, I am making a building with four walls. It is one mesh, but the four walls are not connected. It does not raise the triangle count, but it does raise the vertices count. Is that a bad thing? Should I subdivide the walls and connect the vertices? Benton
The border vertices are spaced out very uneven, see upper corners left and right for example? I assume with your mesh the verticed are distributed evenly, so you might want to do same for their UVs.
1. I have some cylinder and selected bottom vertices with 'Edge' option: .. then when I move vertices up to the top, they move along the edges. Is it possible to move vertices in opposite (down) direction? but along the edges? As if the edges (and whole cylinder) where longer? 2. I want to select edges in this cylinder -…
Hola Folks :) , I want to wirte a Script where an Object moves his Vertices (selected) to the nearest Edges (per Vertex) of an Reference Geometry. Maybe someone knows the easyest way to calculate the position where the Vertice has to move to find the nearest Edge. My Idear so far was to catch the two nearest Vertices. Then…
I'm modeling a rather simple but "straight" shape but i ran into a tiny issue where if i wanted to make a face planar at an odd angle it becomes a bit wobbly since all the vertices move in random directions to flatten it out. How do i prevent the selected vertices from moving, and making sure the remaining vertex is…
I don't have that object selected, but the vertices are still being displauyed which is slightly annoying. I've tried restarting Max, and resetting xform. I've also tried duplicating the object and the same thing happens to the duplicate of the object. Is there anything I can do for this without having to remake this mesh?…