So usually if I'd rig a robot I'd parent the different parts (as mesh objects) to the bones. But for my school project we are using our own engine and supposedly it doesn't support having multiple meshes like that. The solution I guess is to skin the mesh to the bones but that'll cause a lot of trouble since there are many…
1. When I'm working with models and need to join them together into one is it better to just Combine and leave them be as one or is it better to bring them in close to one another, Combine, and then vertice stitch them together?? When I vertice stitch things it often means I need to add more split edges and basically…
I'm working on a set of various utility objects that can be pieced together modularly. So far I have created a variety of pipe shapes and extra pipe accessories including flanges and valves. I've also created a blueprint that lets the designer create their own pipe shapes using splines. The pipes use a material I made that…
The thing with blender is that I don't feel like it does what I'm telling it to do very well. In that, I mean that I felt like the views were really screwing me up in the way it handles 3D space when extruding and placing of vertices/edges/faces. I felt like the 3D space part of it was just off. I thought blender was the…
Looking great, nice work. One thing may be worth revisiting. The shirt hem has different topology than the top of the skirt, but they're snug against each other. This will cause gaps when animated, since you can't apply matching skin weights to the vertices. If you did it more like the shoulders it would deform better. You…
Can you upload the file or provide some pictures of your stack and your steps? It might be that the object is damaged (had that once when using a file created with an older max), but it also might be a user error. (Since you seem to be not aware what preserve UVs really does - it lets you shift vertices in 3d while trying…
Maya does have an "edit poly" type workflow, but its not very obvious and awkward to set up maya creates "polyTweak" nodes each time you edit your mesh, say you extrude a face, move the some vertices, then extrude another face.. your history will look like this: polyExtrudeFace1 polyTweak1 polyExtrudeFace2 if you then…
Hey Roxanne - maybe try to be more conscious about the direction of grain in your wood. In your reference, the sides of the radio have the grain following the curvature of the radio shape. The front face of the radio has the grains of wood moving vertically. I think the grain directions in the reference are very nice…
You totally can and should remove edges that don't contribute to the shape of a model. However you need to be careful about how you do this. Edges need to be "tied off" at corner vertices and not left partially terminated on an adjoining edge. The way you have it now results in what are called n-gons, polygons which are…
The lightmap is not the problem. You will get the same problem in Maya if you try to tile the mesh. The problem is that the vertices from one mesh are cot connecting with the vertices from another mesh next to it, thus not smoothing the two meshes together. You don't have this problem with flat meshes like walls, because…