CurveStep might be what you're looking for: However, it really only controls the spacing of the curve's control points. So, in the end, you shorten the length of the curve by moving its vertices closer together. With InsertMesh Brushes this can lead to undesired results.
Did you make the entire model a skin, or just the vertices on one side of the model? Is the model and skeleton identical on both sides? What mirror skin weights settings are you using etc? Does the function provide an unexpected result, or no result?
it's a bit late but everything feels very short and out of proportion. maybe simply filming from a lower angle would make it feel more impressive, or perhaps just scaling the buildings vertically nad throwing some fine details on the roofs.
So merge the vertices, how does one know whether tris are okay vs changing topology to get back to quads? are there any good rules for when to use tris? how to switch back to quads or how to hide tris in topology?
Hmm, it looks like it's vertically squashed just a bit (too short and too fat on the diameter). Textures look spot on! Once you add some dirt and other detailing those are really going to pop, nice work so far!
Do I necessarily need do something to link and attach the lights to the vertices, or do you think the sphere only serves as rig for the point light to bounce so I just have to snap the lights to the verts and no light linking involve?
It's possible to hide the vertices but not the polys. Pretty annoying, I've managed to do it before and took me a while to figure that out. Esure you're in vertex subobject mode and over on the side panel under the Edit Geometry section hit Unhide All.
awesome stuff... what throws me off a lil is the tip of the nose and the nostrils. the tip could use some smoothing and the nostrils could be a bit larger vertically. i think the body hair would work much better if it weren't for the symmetry
Alright, i'll try out the fast way first. If it ends up not working, i can always merge vertices into one mesh. I was just confused and didn't want to finish the whole thing the wrong way xD Thank you :)
yeah the tool we had was great. If you gave it a selection of vertices or triangles, it would fit the hull to that. So we could easily divide a complex mesh into hulls. The company went out of business though, so the tools are all gone. :(