you can merge them yes, they are called components or elements of a mesh. They don't connect with the other vertices of the other mesh but its very common to have things like that. For easier and speedier workflow people usually model them as separate objects and at the end merge them all into 1 mesh, then unwrap and the…
Hi Kanni3d! Thanks for your answer! You covered everything I wanted to know at that point, in a way that I understood ;) I already started to work on joining all the meshes in low poly version, and damn it's tricky. Merging all the vertices with keeping the angles and position of the modules and etc, but it's a part of the…
I know if i make two sculpting layers in a single layer Ndo group, it doesn't seem to work correctly thereafter, even if merged together. If i delete the new layer it returns to normal and i can again modify the Ndo layer settings like contrast and depth etc. Have you tried merging the layers together and/or just putting…
Hey, thanks for the reply and the advice! I will keep that in mind, the transition is really harsh right now because the arms and the body are actually 2 different meshes, I was working with dynamesh so I didn't merge the arm to the body because it would mess with the biceps by melding it to the body. After the pose and…
I guess you should merge everything into 1 object, unwrap it and separate it again (if you need). By this way UVs are scaled the same across all the objects but small objects may have not enough texture resolution. I think the best way is to merge objects into groups which should have pretty equal UV areas and use UV…
It looks as though you exported your high poly model with some of the OBJ optimize options checked "on" which is causing some verts to be merged that probably shouldn't be merged. If that is what's happening, then xNormal is baking from a messed up highpoly and you get those weird errors. I suggest re-exporting from Max to…
Dynamesh or Remesh will connect them, but will by their nature completely change the topology. You could combine the two into a single subtool (merge down or merge visible), and with a new zsphere use Tool: Topology: Select Topology to select it. Switch to edit topology and you can then delete out the faces/verts you don't…
Just critique of the idea of the general workflow for now, thanks. The main workflow difference is in the Curve based basemesh - and how that compares in ease of use to ZSpheres/Poly Modelling/Start with a Sphere workflows. The curve drawing to make a basemesh is working in 2.0, along with a remeshing boolean merge (3.0…
ahh, yep. ok, good to know. Edit: read a quick bit in the help, and I'd guess the crash lies in how the procedures are carried out. Collapse edge states that it works on one edge at a time in the selected set. Since that works while merge to center doesn't merge must do it all in one go, and the update loop fails. odd bug.…
Hello! So me and a group of artist want to start a Game Environment project in Unreal, As individuals we all have experience in the Engine. But we never used it in a group scenario. So first of all i was wondering what to use to merge the project ( SVN, Perforce, etc) and what are you experiences with the different tools…