Yea I am really new to the whole thing. I do have way to many vertices but I found it difficult to get the basic form out without having enough vertices to make it with. Also I saw earlier that there is a top side to the reference to get the slender shape of the pistol. So far all the tips are helping out. Thanks guys!
The vertical thruster is a good idea, much better than a bottom skid plate. But, i'd recomend putting some kind of funnel/tube or at least something (likely something that doesn't look too out of place) that makes the botom thuster connect to the jet in some way. Where it is atm is fine but if you intend to just have the…
Usually only as far as the renderer is concerned. The 3D application itself likely holds it as a polygon with >4 vertices, with their indices stored to determine the winding order of those vertices and thus it's triangulation. Upsetting the winding order (as simple removing a vertex, or changing the winding direction by…
You want to scale UV vertices to make perfectly overlapped UV islands? Unless I am misundertsanding, you have to press the bottom right button with the magnet. That will let you snap vertices. Of course, that may not be what you're looking for if you have to overlap some highpoly shells, but for lowpoly like in that image…
but if I delete the faces, wouldn't that change the vertices that were connected to those faces? My goal is dismemberment. So I broke the character into all those parts for the purpose of bringing them into cryengine together with the ability to detach them in-game. I was reading on this and I'm not sure if this is the…
No. You cannot instance something and have it weld/merge the vertices together at the same time - because such an operation would break the instances in the first place. If you only want to copy a mesh - without instancing - you can use Mirror Geometry. I doubt that it does weld the vertices though. And yes, this is…
hm doesnt melody do this "creative mirroring" automatically ? I thought nv's meshmender lib was exactly for the "automatic" splitting of vertices when they are mirrored uvs and such ? #3 is a preprocessing step, you create "unique" vertices for the "border line" of a uv chunk by duplicating, cause those are the critical…
Hi all, I was wondering if it's possible to use the Sculpt Geo Tool in Maya to snap the vertices of a mesh to the live mesh? The result would be something like Max's Conform brush I guess. Ideally I need a way to snap all vertices in a fast way to the live mesh. Right now however, the problem is that whenever I…
Either, Mel or python. I have a curve I want to mirror along the vertical axis and I'm doing so with this: scaleKey -iub false -ts -1 -vs 1 -animation keys Its mirroring it along frame 1 as the vertical axis, I know I can use the -tp flag to offset it correctly but I'm not sure how to make that work. Is there anyway to do…
Hey, I have modelled my head for a Uni assignment, but for some stupid reason I decided to tessallate the mesh as I have like an extra 4000 triangles to play with (turbosmooth/meshsmooth pushed it over my limit). Seeming as Tessallate does not average out the position of the new vertices like TurboSmooth does, it not looks…