like Mantkore said Cntrl+ Sft drag an area mask over what you want deleted. Let go of the hot keys keep the pen or mouse clicked. Press the alt key and the mask turns red. Let go of the mouse/pen button and the area under the mask disappears. Tool menu/geometry/modify topology/ Del Hidden. Cheers
I'll look into modifying the spec map on the couch - it may be a bit too shiny, especially given the wear that it's suffered. I was going for more of a brown tone to the rust, though the clock did turn out a bit bright. I was planning to post my main rust reference image here, but I can't find it on Google and the file is…
Are you using Editable Mesh alone? If you're using Editable Poly, or converting between the two, or using modifiers, these can all change the vertex order inadvertently. Sticking with Editable Mesh is the best course if vertex order is important to you. Also, Verty might help. Not sure if it still works in the latest Max…
u need to add another loop below the chest to define his upper body more. and u should also model finger on the hand with extrudes first and shape it after. when ur happy with the shape duplicate it and weld it back onto the hand. as for the shoulder pad u could add a shell modifier. and just wondering what is the reason…
Nice stuff! Cool stuff in the blog too. As for the normals in the last post. Check this out. I don't really like how you unwrapped that part. You could have tried to unwrap keeping the edges straight so it would be easier to modify the normal map. Even so it doesn't look really bad, once you get a diffuse on it it might…
Ok then build your "top" meshes with the bottom ones in mind, they need to share similar topology so that they can follow each other around closely, thus getting rid of the clipping. Also if you're a max user, the skinwrap modifier is gonna make skinning a lot easier, it can transfer the weights from the base to the "new"…
Okay that's weird dude... look at my screen thats what mines looks like. Did yours come with any modifiers or anything? Mines looks like it does the in the last screen I took :/ EDIT : I switched it to chanell 1 and it looks the same now but thats not really the thing I'm wanting as I have normals on the auto unwrap…
[ QUOTE ] I avoid American soft drinks (and there clever marketing strategies). Perhaps once a month I'll drink a 2L of Jarritos. No Aspartame, Phosphoric acid, or genetically modified corn starch ... [/ QUOTE ] Shit.. check this out. To hell with all SODA and pop.. I never really drank it, or buy it .. this just…
yeah MoP, its the tension at 0 thing - in the tesselate modifier you'll recall that it smooths the mesh, and the "tension" spinner is the one that controls the amount of smoothing, and at 0 it won't smooth it at all. I'm honestly not entirely sure how tesselating the low poly baking mesh will affect things, though. I guess…
Nice one EQ, thanks for the tutorial. Also nice to see that you're doing it pretty much the same way I ended up doing it, I thought I might have been horribly wrong or something :) Good tip about being able to modify the lowpoly mesh afterwards since it's object-space. Leads to interesting ideas for…