Hello. I don't quite see the point why you would not just want to attach both meshes together and weld the vertices. This will combine the vertex normals and eliminate the visible seam. You can detach them later on by selecting the Polygons and hitting detach. But anyway, if you want to keep them as separate meshes you…
This is looking sweet. Though it would be nice to avoid geometric repetition in the clapboard damage: Would a 40's house really have rain gutter covers? Seems like a modern thing. Also the end boards on the roof sides should have the grain running parallel, not vertical. Nitpicks though. Loving this.
I'm trying to replicate this torus shape with "dents" in it and the problem is that I can't clone geo in radial array so it would stack poly to poly and maintain perfect round shape. I've tried two approaches. 1)Cut across two smaller dents. In this case I get perfect round shape with equal distance between dents if I weld…
So this is something that just drives me crazy. I think this should be very easy to toggle on and off. I would say that 90% of the time, I would like to work with only selecting visible polygons. It's only for the very beginnings of box modeling that I would like my box-selection to pick up on verts that are blocked/behind…
I'm working on a script that moves vertices/knots of an editable spline, and I want to allow the user to undo the operation. I have used theHold successfully for a script that moves vertices on editable mesh/poly objects, but when I attempt to use it for splines using setKnotPoint, setInVec and setOutVec, it doesn't work.…
Take this with a grain of salt as I'm not a technical artist, but at least in 3ds max, you indeed have face normals and vertex normals. Maybe you can think of the face normals as the actual geometry (or purely in which direction a triangle (maybe polygon) is facing. That's dependent o the vertices, but not the vertex…
As for Leilei's request concerning mirroring, here's how I'd like to see it done: Mirror Geometry: this command will mirror an object over a world-coordinates axis. If the object overlaps the axis, the overlapping portion will be deleted and replaced by the mirror. All vertices within the merge tolerance along the axis…
Hi, So in my game I have a player going through doors. Each time a door is open, it spawns a new room on the other side and the camera adjusts itself to the new room. The problem is that these doors/rooms go in different angles and directions and the player orientation doesn't update. For example, going into a door on the…
Good luck with finishing the project, looking great! The mentioned wall still looks a bit strange to me, although I can't put my finger on it. The UVs are improved, but still show traces of the old problems. Maybe the UVs need to be split in a couple more places to allow for less distortion, but you'll have to deal with…
All the tools you are looking for is there, I find myself looking for Modo's tools in Maya. Building upon Rabbid_Cheeze's answer, some good modeling hotkeys. Shift + X = Extrude Z = Edge Extend V = Spin Edge B = Bevel P = Make face (after selecting vertices, preferably counter clockwise) Ctrl + L = Connect Vertices F =…