1. Decide exactly how curvy it really needs to be. Right now, that's a lot of vertices for a simple surface.Kill all vertices that don't contribute to the curvature. 2. Try to avoid interior vertices. Just go from outer edge to outer edge. That should kill a lot of polys and give you a cleaner shape.
I have been looking for this function in XSI and just cant seem to find it. In blender there was an operator called "Remove Doubles" and what it would do is weld vertices that are within a threshold that you can set (default 0.01, doubled vertices). XSI obviously has this functionality, but I cant find it, and strangely I…
Hi! Just trying to make a moveable Flag for UDK (Cloth) I need 2 Bones. On the Picture u can see how i want to bind them. But when i select a series of Vertices, shift Select the Bone and go to Skin -> Bind Skin -> Smooth Bind, he binds the complete Plane, and not just the selected vertices :( Whats the problem? Greetz…
In my screen shot there are two scale buttons on the upper tool bar. (Ignore the red box.) The first is time scale (horizontal), and the other is value scale (vertical). The time scale is relative to the timeslider (blue bar). When you turn on vertical scale an orange line will appear. The vertical scale will be relative…
Did you have more 3+ vertices selected before? The "cut through connect" only works with two vertices. Otherwise it tries to connect pairs, same as original behavior.
I have a lot of vertical edgeloops because I used a bend deformer. I definately wouldn't have had as many vertical loops if it was a straight corridor. Thanks for the comment!
Fast way to check overlapping faces is to ctrl+a to select all vertices and then weld them with a threshold on 0,01 and if its a change in the before and after number you got overlapping vertices.
It happens when u have overlapped vertices . Just select all the vertices and weld them at a very low threshold, or try STL check modifier , if there is any mesh errors.