Looks like the face normals are flipped on the black shaded parts of the mesh. Select the black faces and select Flip under the Edit Polygons rollout, then try welding the verts again.
Awesome! And I was just pondering over how maya determines selection order a few moments ago. I didn't follow your logic on choosing the offset with multiple selections?
Is it possible to export multiple selected meshes as single fbx/obj files with their mesh names? like my selected meshes are: "ring4" "plane2" then i would get the files: ring4.fbx plane2.fbx? is there such a thing in maya?
every once in a while my keyboard shortcuts start doing different things than they are supposed to do. "ctrl a" selects all layers instead of selecting the image. the "[" and "]" cycle through layers instead of changing brush size. any idea what is going on?
Hello, if anybody in the future wants some customization in shi*tty and limited export setup from SpeedTree: You need to go {YOURS_SPEEDTREE_DIR}/texture_packing Then you can select Unreal's UE4.fx and UE4.xml and duplicate that (rename also to fit yours packaging method name). Open it in some code editor (e.g. VS Code or…
In Blender it's enough to just check in the merge checkbox in the mirror modifier and shift U or V in modifier "data" drop down. I mean if you are ok with same texture on other half. Pretty quick IMO . if you need to give the mirrored half some select-able attribute just create yourthing_R and yourthing_L vertex groups and…
Well I use the migNormalTools script. For this example I select all the planar faces, harden the normal and then with the same faces selected I use the fillet outside option in the migNormalTools script.
Select your LP meshes together, apply a edit poly modifier, to the selection, adjust your uvw so no over lapping, bake, then delete the edit poly modifier off the stake.
Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
You could create a camera and set it to a specific FOV. You can then get the angle right for the shot in the editor then, with the camera selected, select ctrl+shift+f to align it to view. :thumbup: