Inside the UV editor select all the uv's and go to Polygons>Merge UV's (click on the dialogue box option) then set the threshold very low .00001 and merge. If that doesn't work then the vertices aren't actually connected and you have to do the same thing but for the vertices.
Thanks guys, yep, I will just have to do without the feature and manage the options available. I just thought of it when trying to pull vertices of a cage over highpoly mesh, quickly selecting vertices linked by edges seems intuitive. This was a Maya feature.
Wow Jessica, amazing paint so far! That extreme vertical perspective is a little jarring for me though, have you considered a portrait canvas, or a lower horizon line? Might help to emphasise the sense of imposing verticality whilst being more comfortable on the eye? :)
1169 vertices 136 vertices They do fit together its just I put them separate... I don't know how to use any map but the diffuse map... plus im farely new to the modeling thing or any kind of art really
Serpo Alien / DanDaDan Fan Art Concept Art - Yukinobu Tatsu. Format of model: FBX Triangles: 17.3k Vertices: 9.2k Format of texture: .PNG Please follow: https://www.artstation.com/memosky24 Feel free to comment.
Other then maybe LA Noire, I have yet to see a single studio use 3D-Scan and even do the original person justice they scanned. I've seen traditional software users like Max or Maya capture peoples likeness more vertice by vertice then 3D-Scans did in majority of the games.
merging vertices doesn't help, only way to fix it that i found it to delete the face and fill hole or append polygon in there. but that is very tedious process. And i would like to know the root of the problem it self? and i checked it has the right amount of edges and vertices, i'm very confused that never happened before.
ahhhh, i see. reusing smoothing groups on one object is fine, just alternate them basically. thanks! i'll try that out on the first house also. would the best way be slicing planes to get exact symmetry around every wall and then reconnecting the vertices? should they be exact horizontial / vertical edges?
Hello. Does anyone has a good and stable solution auto-weld function for retopology in 3dsmax? I have a small mxs but from time to time it randomly weld vertices (somethimes multiple vertices) and it has no undo :( (I am not talking about 3rd party plugins) Thank you! M.
Trying to get displacement working for materials, but the result is very jagged/messy. I've tried all sorts of different values for the tessellation multiplier and world displacement, yet the results are still poor. The preview looks good. I tested it on a plane and cube with plenty of vertices but the result seems the…