Well like you said only other way i know would be to use array. Select the outside vertices. Get out of subobject mode without deselecting anything. Use array. Attach all the objects. Now go back into vertex mode and all the vertices should still be selected. Weld. If thats what you were doing with the array , then nm
[ QUOTE ] Shadows - yeah, that's pretty much what I'd be doing with Array. The only problem with that is that the original object doesn't stay editable, since they're all attached. If I wanted to change the width/height/shape of one of the inset areas, I'd have to delete all the other parts and Array it again. [/ QUOTE ]…
Shadows - yeah, that's pretty much what I'd be doing with Array. The only problem with that is that the original object doesn't stay editable, since they're all attached. If I wanted to change the width/height/shape of one of the inset areas, I'd have to delete all the other parts and Array it again. It seems that using a…
Illusions: That's not my problem - I know how many wedges I want (regardless, it's arbitrary - if I'm doing 10 sides or 20 sides there should be a simple "radial symmetry" modifier). The problem is attaching it all together and making it meshsmooth all as one object, while still keeping the original wedge editable. Any…
Hey folks, When I was doing a bit of highpoly last night, I wanted to create a cylinder with little recessed holes for nuts & bolts to rest inside. Now I feel a bit stupid, because the way I created this object seems like an incredibly hackish way of doing it, and I thought there MUST be a better way of doing this. Max…