Is there a way to select two vertices and then have all the vertices inbetween align? The way I've been doing it is to use Make Planar and then rotate but it's tedious and problematic.
Hi I am going to invest in a Vertical Mouse as I am getting forearm pain, can you offer any advice? Also I was wondering if I should go Wireless? I've been looking through this lot - Insight and this one is catching my eye Evoluent VerticalMouse 4 Right - vertical mouse - 2.4 GHz
I've had that same rendering problem too, but the problem for me was that the vertices weren't welded in those areas, the vertices were just on top of each other.
i rarely weld. it either doesn't weld enough vertices, or it welds too many. instead i use vertex-stitching. you never end up welding too many vertices, although sometimes, the damn thing will decide welding a certain pair of vertices is not a good idea.
Remember that this is a vertical piece, you'll need to work some magic with the FOV to make this work. If you have a rotatable monitor you can use it and then configure your desktop to a vertical one and maybe work UDK or something like it that one to get a proper vertical screenshot with a high FOV. :)
This may be a silly question but is there a way I can render a model in 3ds max that will show the little dots that represent vertices? I'm only doing this for a small simple model to demonstrate a work in progress image. Thanks
Yes it does increase the vertex count, because each vertex normal requires its own vertex to store the data, same with UV splits. So when you make hard edges you are duplicating vertices. But it’s not that big a deal these days; hardware can handle a lot of vertices.
checking the distance between edges is not useful because you can't do anything constructive with the information (edges are defined only by the vertices they connect ). optimize and pro-optimize modifier are both good for getting rid of this sort of thing, as is simply welding vertices with a distance (either as part of…
You don't need to animate, just select a bone from the list, select a bunch of vertices to attach to that bone and click "assign". That's it, once you have assigned all vertices to some bone you can export (use "Select Unassigned" to search for stray vertices once you're done).