Is there a way to make a mesh in Blender that has a model's UV coordinates on a plane? This can have some use if, for example, I want to reshape Quake's models. With it, it would be easier to trace where the vertices are "supposed" to go.
Ah no worries. I had it fixed now with my uni tutor. There were hanging vertices, just needed to select all vertices then merge them. Thank you for replying though!
I would probably just model the vertical supports (whatever you want to call them), and make the horizontal slats one long box that intersects through all the vertical pieces.
Is there a reason certain vertices won't weld in 3DS, I have two vertices that by all means should be able to weld, They are both part of the same object and everything, but won't, any advice?
It could be that the uvs are flipped vertically. You have two choices: 1) Flip or scale the uvs by -1 on the v-axis. 2) Flip the texture vertically in photoshop or in the bitmap coordinates in max.
Vertical mouse + inexpensive shelving to raise monitors to prevent hunching. Besides saving your wrist the vertical mouse middle mouse button is great and beats the pants off of using a scrollwheel.
Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
Yep, or take the vertical piece and rotate it 90 degrees so it will fit horizontally, then squish vertically the other pieces and stretch them horizontally a bit and add the new piece to the top or the bottom.