Sorry I wish I could help you, but I've never had to do what you seem to be doing. Out of curiosity how did you end up with all those floating verts without any pre existing edges or polys? If you've got edges it might be easier to use the bridge tool, or if you can select whole edge borders there's cap.
It's not actually the ability to select, say, an edge and a vertex at the same time, Jackablade. It means you don't have to go into a specific "element" mode (such as vertex/edge/face)... you just highlight the sort of element you want, and then can select more of the same from there. Just means you don't have to keep…
hello to all of you. Some of the architectural models that I came across on Turbosquid did not use bevels, I was wondering while I was researching, I came across this article on turbosquid Holding/Support Edges Holding/support edges present to retain shape after subdivision. This also applies to 3D text. NOTE: For…
Thanks a lot for everybodys help on this. The script works perfectly. But now i run into another problem. First I must explain the purpose for requesting this script. This is part of the main Script Im trying to write which is Quad fill (imitating Quad-cap max plugin by obliviboy). So far Ive been sampling many mel scripts…
[ QUOTE ] But is this tool really faster than manually removing edgeloops? [/ QUOTE ] That assumes that you've modeled the character (or whatever) using proper edgeloops to begin with. Plus, you could say the same thing about the Silo topology brush. I think the point is that some poeple like to model without worrying…
Hi, I'm working on a bark substance and it seems to be a very complicated material. To achieve this I tried different approaches but none of them was really close to my reference image, which is this here (you might know it from the weekly substance challenge): Those hard edged, layered shapes are quite hard to generate…
Greeting, I just wanted to let people know that I have finally uploaded a new version of UVDeluxe to CreativeCrash! You now have the option that is on by default to automatically detect the texture resolution of what you are working on, It's a huge time saver over having to set it manually. Setting it manually is still…
It's 3ds max 2017. I was able to select edges on the model. Not only inside editor. I had also arrows on the object when I chose edge. It doesn't even show me now which edge is selected. Should be red - same as in UVW map editor. I edited half of the model in that way already so I am sure that there was option like that.…
Yes try that, One wise @perna once said "dude use the meshes natural edges as support". What he meant was, make sure to create a cylinder that when you cut into it, it's original segments can act as supporting edges. So no need to add one or two edges that deform the curve. i hope you know what i mean. If not, look at…
Ive always gone with an unrealistically smooth edge style before to help baking, but this time i decided to go for a more realistic approach and keep the edge smoothness to what it is on the real thing.. i might go ahead and adjust the edges once i get the results of the first bake but for now ill keep it as it is.…