I've just never seen someone mention just vertices before. Showing quads is cool, agreed that it looks cleaner. But my point is people usually show the poly count, not that vertice count.
Thanks everyone... I just found the problem and it was vertices not connected. Once I connected the vertices, swiftloop worked. Rookie mistake, but at least there are people like you guys to help me out.
I'd suggest to avoid flat surface vertices as much as possible, the only "rule" that would allow to let a little vertex in the middle of a flat surface would be "avoid tiny-long triangles", else, there's no need to put vertices in the middle of a flat surface
Okay guys, so I tried to do some modular assests. Here I will post 2 different projects with different parameters. I am going to post few wquestions alongside, hopefully to make things better. Lets start with the more optimized version. Altough the overall polycount is low, the shape is not really poping out. These are…
he really needs a bigger penis. looks like you're still fighting with the wireframe. check out the "Average Vertices" tool, it's a good way to quickly clean up areas with distorted polygons without having to push vertices around as much.
its not possible to explain exactly what to do step by step but I can say with confidence that what you've described here should be possible to accomplish with typical means. That would be: - basic skin weighting techniques - all deformations driven by joints This will work no problem in unity without special measures.…
Have you made sure that all the vertices along those edges are welded, and/or if there are any double-edges/thin faces in there? To me it looks like those sharp waves are made by non welded vertices.
Do you mean you can't see your vertices while in the edge sub-object mode, or that you can't see any vertices at all? :O I don't quite get the question.
so different vertex color means different material instances being applied to that specific vertices is it? If its twice as tall as it is wide, does that mean i can make it vertically beyond 0-1?
Hi! Looking at the screenshot, I see that in the toolbar the tool is currently set to "Subtract" and you have "vertex selection masking" enabled. So currently you would only be able subtract weight from the vertices that are selected in edit mode.