I'm hoping someone can help, the image below is an image of a portion of my UV shell, the arrow is pointing to two narrow UV edges. I want to straighten all the UV edges you see in the image but particularly I want to keep the distance between the two parallel edges that the arrow is pointing but make them straight ?
Way too heavy on the edge wear. No edge wear would actully look better. If you use that same edge color, you could instead make some unique scratches (don't need to be around the edges).
technical talk is the correct forum for this. In order to bridge, there has to be 1:1 number of edges. A bridge always connects two edges together, right? But you have 7 edges selected. Deselect the edge in the middle, then bridge.
@Inquisitive_Scholar Hey, 1 You should bevel your edge to get the smoothing right and don't place a seam on the edge that will fix it. 2 Put a seam on the edge and make it a hard edge. Make cage and average the normals.
Hello! I am currently following a tutorial from a Patreon artist I follow. He is using a tool called Soft/Harden Edges which is under Mesh Display. I am using Maya 2018 and I can only see it as Soften Edge or Harden Edge. The Soften Edge tool seems to soften it too much more so than in the tutorial. I know there is a…
Hey there guys ! I have a very poly heavy scene and i'm trying to select all the small edges and collapse them. This is the line of code i'm using to select the small edges : polySelectConstraint -m 3 -t 0x8000 -l on -lb 0.1 0.13; Although all the edges i'm trying to select are around 0.12 units maya won't allow me to…
Currently in the process of modifying an old mesh, initially modeled using an explicit subdivided workflow too a low poly object via bevel edge weights, weighted normals, edge split with additional subsurf at lvl 1 (...for circular shapes) so at least subjectively, a 'quickie' nonetheless : #
A modifier to turn any geometry into a cutter (Outline) than can be used in my cutting modifier, currently using open edges will be extended to any edge selection.
Having a strange problem, and it might just be a setting. When I delete an edge in maya my mesh is not changing with the deletion. The quads are actually still acting like the edge is still there. Anyone know why?