Hey folks, does anybody know how I can have all polygons that have a certain number of vertices (or are just simply over 4 vertices) in my mesh selected. I wanna get rid of them... I googled and asked some artist, but didnt found any useful stuff. any help is appreciated.
I'm sorry in advance guys but I really am a beginner. I'm trying to follow a tutorial but have seemed to have stumbled very early on. I'm trying to move a group of vertices so that all the surrounding vertices move in accordance. I have attached a picture of what I want to do. Any help would be greatly appreciated.
hmmm am I just a noob-face, or is there no way to 'smooth' out weights between several vertices in the skin modifier with 3ds max? I know you can blend weights between verts on ONE bone using the weight panel or paint blended weights, but is there some easy way to average the weights of vertices among ALL bones? if no, are…
Just for record, the issue was an extra vertice. Strangely, in Maya i'm able to add paint weight anyways and he doesn't bother me. Seems that Marmoset reads it differently and creates a zero paint weight for it. I merged the extra vertice, transfered the paint weight and shazam, the problem was gone.
[PB]Snoelk is there a particular reason why we can only change aspect ratio of the mesh? Aspect ratio changing option is enabled only for width at this moment. It seems like its not possible to achieve vertical tall maps but only horizontal ones. Such as 1024 horizontal and 512 vertical, but not opposite.
Besides tesselating the waterfall geometry, you can also try spreading the vertices apart. The alpha transition is always distributed between the opaque and transparent vertices, so if you want a very smooth transition you need to distance them more so the transition takes more physical space.
Here. It generates two UVs for the vertical parts. Projecting the textures from xz and yz planes (using rb and gb nodes) then it combines them using a mask (previewing the mask in the screenshot). Then, using a similar technique it blends a rubble texture projected vertically (from the xy plane) with the first setup.
Thanks Eric, what I am not understanding is how those tangents at the vertices are used as a coordinate system to store vectors along the surface of the triangle. I mean a triangle consists of 3 of those vertices. I thought that tangent space was relative to the surface of a triangle...I must be missing something.
How about http://www.strangefate.com/webby/stencil.jpg Dunno what it is (guitar?) but even if the surface had to be a bit curved, the wireframe is way noisy, making it not fun to shape. If the surface is slightly curved you'll need some vertical edges to define that, and be more carefull than i was when linking vertices.
on this end uvs are intact on all 3 models when I import into Maya. But I notice some messy areas on the mesh expecially on the BelkerBike_3.2mil obj. (un-welded vertices, holes, unintentional merging of vertices one one side of the vents) Otherwise its a cool looking model. How much of the edits are we allowed to make on…