I want to remove those edges along with their vertexes but It only deletes the edges and some of the vertexes then selects seemingly random edges afterwards. This has never happened, I have deleted by history and restarted numerous times.
Sorry for resurecting this old thread, but I'm stuck with a similar problem: I need Max to return the number of Elements/SubObjects (4 in this test case). I tried getOpenEdges and converting these to FaceSelections and reading those but I'm stuck now comparing these to get the number of Elements. Am I on the right track…
This is a texture resolution issue. Try baking your texture at 2x or 4x and it will go away. This happens because you're not using any hard edges whatsoever, so you have quite extreme gradients in your normals to account for the smoothing of the lowpoly, when you get these small thin triangles, you run out of resolution in…
Overall not a bad head, the topology works well for the pseudo-anime style you're going for. The nose geometry looks a little wierd though, like you modeled in the edge loops and geometry for a more realistic anatomical nose but kept it smooth and anime-ified. If you're satisfied with how it looks smoothed you could…
Hi! By "overall creature shape is a bit too artificial", I meant the rats placement look like a pattern. Combined with the deliberate placement of the other elements, it looks less like an organically grown creature to me. I mean this could be an intentional choice, like the rats just being a very disciplined bunch :) Cool…
If you think about it it has to be that way. The edge you're rotating would have to 'grow' longer in order for the adjacent edges to remain parallel. The edge obviously doesn't grow so when the vertices move with the rotation the stationary edges attached to the same verts get longer and shorter. Think of cutting a piece…
* world projected textures with subtle grunge can help break up repetition and can help "tie" props and environment together by blending hue and value (has to be very subtle) * haven't done it myself, but I believe you could use a second UV channel for things like an edge or cavity mask, and break this up with a grunge…
oh! that reminds me...when you say "re-inforced edges" do you crease the edges in maya? I've always had trouble getting zbrush to recognize the hard edges in max when exporting. I would export say a cylinder and when it goes into zbrush to divide up, the edges would bevel no matter how many edge loops I put into it from…
I've actually read that thread multiple times ^^ And thanks. Though i haven't read that wiki post, Which looks pretty informative. I was curious if i could do multiple bakes like he stated and get good results. So maybe I'll try that. I'm also curious about edge thickness. I've heard racer talk about edge width rather than…
not the best way to do it but... 2 ways of doing it... turn on 2.5 snapping and turn on verts for a snapping option. since you want to match the z axis got to the left view and now you can drag your verts one at a time to the one you want to snap to. you can also insert an edge loop, turn on edge constraint and move that…