If the edges are deleted via delete-key the vertices will still remain. There is a "delete-edges" when you shift +RMB. With this tool the vertices will be deleted too.
with that base you can also select a horizontal edge > loop > ring > straighten horizontally, then select an vertical edge > loop > ring > straighten vertically
It looks like some of the vertices aren't merged together. If you extruded some of that shape then the vertices usually aren't attached at that edge in my experience.
Looking good! Fun concept. As an idea for no wanting to see the bald scalp, honestly i'd just have a vertical gradient, where the top is mostly opaque and the bottom is more transparent on the entire hair. and also just have some dark texture on the scalp in case you see it at any glancing angles.
Mostly good advice, thanks for writing this up, and for sharing it! However a couple things I noticed... UV seams do not cause drawcalls. When the model uses more than one material... this is what causes additional draw calls. Edit... a draw call is when the game engine has to send a new set of vertices to the graphics…
Very nice :) this has a solid and clear story beat, and the scene has a
great foundation. As you continue refining it, consider pushing the secondary
storytelling details further. Adding personal items—such as photos, handwritten
notes, or scattered everyday tools—could hint at who lived here and deepen the
narrative.…
So in order to avoid lumps I should add more geometry? I thought it was the opposite. Less geometry means less vertices to manage, vertices that could be moved the wrong way and cause lumps.
Hi! We're developing a stylized top-down Action RPG with 2D pixel art and mixed media elements. The project draws inspiration from titles like Hyper Light Drifter and Omori, blending expressive pixel animation with surreal, reality-breaking environments to suit our game's emotional narrative. Our current team includes two…
Hey to all, I was wondering if anyone had any tips on how to avoid issues with pretty much everything I mentioned in the title, with the following issue: I create a LP mesh. I pop a Project modifier on it. I export my Cage to a Mesh (still inside Max all this). Now here gets the vexing part, my model is symmetrical both…