Also if you have square UVs, try to rotate them to align them horizontal or vertical (so their edges are horizontal or vertical). This way you can pack them more easily and you also reduce the aliasing.
Can you line up your vertices with the head vertices, then bend your vertex normals to match the vertex normals of the head? That should solve 99% of the seams, assuming the head normal map is fairly flat-colored there.
You're going to want to turbosmooth. 1) Make cylinder with even sub divisons. 2) Select vertices in specific pattern, where you want the chamfering to happen 3) Chamfer the vertices. 4) Smooth Preview or Turbosmooth.
I'm trying to only select the facing vertices. From what I've looked up it's called backculling and is accessed through the custom polygon display options. These are the options I set up, but it doesn't seem to deactivate the rear vertices. Anybody recognize what I'm doing wrong?
i think the b cone would be best. cone a needs plenty of smoothing groups the look smoothed without over-smooth the cone end. something like face a smoothes with b, face b with c and a, c with d and b. uv space uses the same vertices as the normal mesh and 2 vertices more for the seam. in cone b you can smooth all group 1…
Hi, this question probably doesn't fit this thread too well, but I don't think it justifies a new thread. Does anyone know of a script that aligns an object to another based on their selected vertices? In the example above I know that the two selected vertices on the light grey object should be on the same positions as the…
If you have vertices selected, these will show up in the Channel Box as CVs. If you click to show, you will have precise XYZ transformation coordinates (relative to their default positions) to mess with. These can also be keyframed, if need be. There is no rotation or scale channels because vertices are one-dimensional and…
John: Wrong approach, Milkshape doesn't work that way. Adding an edgeloop in MS3d consists of selecting the vertices belonging to one edge, pressing split edge, selecting the next two vertices, repeat. Because it's all tris you have to flip the resulting added edges by selecting the two adjacent triangles and selecting…
Correct, the distance between the vertices isnt equal when you create the circle from a quadded cube. I'm testing it now to see how I can get 24 sides, if the sides are uneven distances I could just draw a circle with 24 sides, align it to my quadded circle and snap the corresponding edge vertices and then apply the relax…
Uh... that's not a bug. That's a un-documented feature. Not sure what the problem is that you have. I have also noticed that my vertices are no longer showing. I've tried changing the display size of the vertices, but still don't show up. I'm thinking I must have accidentally hit a hotkey, as the only way I can see them is…