I cut out the door shape. I still wonder what to do with vertices that are not connected. I used boolean for cutting out that shape, which tends to adds some unwanted vertices. I also added support edge. Is that okay this way ?
There's a set of normals and tangents per vertex, and a UV-split will always mean that new vertices have been created. So what he is saying is that what you're doing is just modifying these already created vertices normals without actually adding anything.
Map them 0-1 on the X/U so you don't get a seam. Then tile vertically as you show in your sketch. If your engine supports it, do a 1:2 aspect ratio (tall rectangle) to help minimize tiling vertically.
ok in further investigation it seems the problem is caused by missing TVerts. it seems the amount of TVerts is set by how many verts you have in the uwv's (for example by breaking poly's on unwrap uwv you get more) now, by needing all vertices in the mesh including redundant ones (num tris * 3) instead of actual all-welded…
Could it be you still have some ngons there? It's possible the double vertices might not have been welded - one global fix is to select all vertices - detach components (this splits them) - then weld all of them.
What do you believe the difference between a face and a tri is? A tri is a triangular (3 vertices) face. Do you mean tri and quad (4 vertices)? EDIT (to be more helpful and not only seem smug):
after checking n-gons and smoothing groups if you still had bad shading, you probably have detached vertices there which sometimes occurs after you add new vertices by cut tool..
yes whargoul thats pretty much it. if the value is 0 the length will be projected on the line, else it will take the vertices that are next to the most outer ones and move them with given distance on the line, the other vertices are always projected.
Is is possible to weight vertices using CAT like you can with Biped in Max? If so, how? The options appear to be there; 'include selected vertices' etc but I don't seem to be able to actually select any verts, only edit the envelopes which is ok to a point but there's a few stray verts that I need to fix. Thanks
No you need to manually split the vertices if you want to allow this. Smoothing groups are simply a way to get multiple vertex normals into a single vertex. It doesn't actually duplicate vertices in the exported file. Only in the GPU for rendering.