You seems to have extruded parts of this "rips", constructed the circular part connect it; selected the inner part, extruded it and scaled them in your X axis like so..? Consider to extrude and reposition the inner part like that.. (also as mentioned) maybe adding more vertices to the circle part:
I remember seeing a video or gif of a maya script which aligned vertices based on the first and last selected. ie: a line of vertices would be selected, and the 1st and last would stay in the position they are, and the ones inbetween would be aligned along a line from the 1st vert to the last. I can't remember where I saw…
When modeling stuff in Maya,my most frequent tool is the spilt polygon tool,Autodesk later changed it to the interactive spilt polygon tool.I love using this tool but I would love it if one can say create a four sided square on say the face of a cube without conecting to any of the sourrounding vertices/edges.kinda like…
Was the gap not there before you run the command? If the gap was there already, that would explain why the vertices are not aligned. If not, please send me the obj so that I can use it for debugging. And yes: the uv size plays a role in how the density is computed. That's by design. But if no gap was there, the tool would…
btw.. I get it working with an shader fx shader.. though the problem occurred on one instance of the test mesh and I can not figure out what's wrong there.. Normals are the same, textures are the same, smoothing groups.. 0.o edit: ok it gets even more strange.. I get seams at a cylinder but there are not uv seams and just…
So this is partly an engine specific thing, but with regards to setup in Toolbag, it actually doesn't matter. You should generally try to aim for having all of your hair planes running in the same direction, but what that direction is is up to you! Crytek prefers vertical strips because of how they handle their screenspace…
You can make a straight length of chain, only with the horizontal links, overlap a simple plane on top of it, and bake down on the plane the Normal and Alpha from the links. The resulting texture should be tileable horizontally (it can be 512x128 for example). Then you can conform the strip over your curves to create the…
Oh, well there's only 5 people that actually posted, so I guess we can wait for more. I kind of wanted to have a first come first serve time of thing but whatever. So far the list is just Ghostdetector- EU servers vertical - South Africa [NB] Mohsen- USA West/East quockhanhlk- SEA Andumy - EU west/east It looks like me,…
It will come with practice. Draw some quick sketches! You have no idea how much a rough sketch done on a napkin during dinner time can help! Because then you dont need to rely only upon your mind that is constantly in motion. Dont forget, despite it being a very rough blocky gauntlet, make sure even the hulk could wear.…
Unreal has some pretty strict guidelines for mirroring if you don't want to see seams. The rule of thumb - mirror only horizontally. You're UV seams will also need to be on a perfect vertical, no curves, just straight lines on the vertical axis. As for the second UV channel, this only has to do w/ UE3's real preview in the…