wackyserious Posted July 28, 2015 Report Share Posted July 28, 2015 Hi, I'm new to 3D modelling. what is the purpose of the diagonal edges in the faces in the image below? Can I just delete them? Quote Link to comment Share on other sites More sharing options...
LordGood Posted July 28, 2015 Report Share Posted July 28, 2015 These usually simplify the mesh into triangles, if these triangles are parallel then the 'delete->dissolve' should take care of the line in between. This may leave edges broken by vertices though, any altering of the perimeter of the shape will deform the face and be harder to keep under control. To avoid that you need to dissolve the vertices as well. If the diagonal is dividing a quadrilateral by it's existing vertices this shouldn't happen.However if they're involved in a change in direction detailing the face and are not parallel (which I can see plenty of in the roof there) they cannot be dissolved.Or maybe they can, I haven't done much dissolving in the new version, but if it is allowed it will likely give you the same problem as the one I mentioned above.Best course of action would be to just leave them as they areI'm not the best at explaining things x3took a couple years for me to learn blender myselfah anyway, hope this helps 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 28, 2015 Report Share Posted July 28, 2015 Hi, I'm new to 3D modelling. what is the purpose of the diagonal edges in the faces in the image below? Can I just delete them?Game engines use triangles instead of any other shape. So when you export for 0 A.D. your mesh get converted. In order to remove them, you can use ALT + J in face mode (you have to select all). 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted July 28, 2015 Report Share Posted July 28, 2015 Game engines use triangles instead of any other shape. So when you export for 0 A.D. your mesh get converted. In order to remove them, you can use ALT + J in face mode (you have to select all).whaaatyou can do that?haha nevermind what I said 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 28, 2015 Author Report Share Posted July 28, 2015 Thanks LordGood, It took a couple of re-reading but I kinda get the idea now. The technical terms confused me Haha It works Stan, thanks! So does that mean that It is okay if some of the faces doesn't have them, like in the rear part of the model above? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 28, 2015 Report Share Posted July 28, 2015 whaaatyou can do that?haha nevermind what I saidYup ! =DGreat Time saver isn't it ? XDThanks LordGood, It took a couple of re-reading but I kinda get the idea now. The technical terms confused me Haha It works Stan, thanks! So does that mean that It is okay if some of the faces doesn't have them, like in the rear part of the model above?They will eventually have them, though it will be in the exporting process you don't have to worry about it. If you want to do them you can use Ctrl + T Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 28, 2015 Author Report Share Posted July 28, 2015 Thanks Stan, the key to honing the powers of a software really lies in its shortcut keys! Haha Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 28, 2015 Report Share Posted July 28, 2015 Thanks Stan, the key to honing the powers of a software really lies in its shortcut keys! Haha In blender that helps ALOT. In 3dsmax not so much. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted July 28, 2015 Report Share Posted July 28, 2015 And you can use the dynamic space bar addon if you can't remember all of them that apply at any moment in your process.Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 28, 2015 Report Share Posted July 28, 2015 Really nice for flip normals and remove doubles ^^ Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 29, 2015 Author Report Share Posted July 29, 2015 Is there a way to join the vertex below, to the edge above it to create a straight/vertical edge in between them? Where the new vertex is connected or is a part of the edge above and not floating on its own? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2015 Report Share Posted July 29, 2015 Is there a way to join the vertex below, to the edge above it to create a straight/vertical edge in between them? Where the new vertex is connected or is a part of the edge above and not floating on its own?Try the "F" key while selecting the two vertices you want to link; Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 29, 2015 Author Report Share Posted July 29, 2015 (edited) The "F" key connects the vertices, I want to create a vertical edge that is connected to the edge above. Like the red ones below, but I want the vertices to be a part or are connected to the edge and not independent vertices. Is there a way to do this?/ \| Wall | Door | Wall | <-- Structure wall------------------------| | | | <-- Extruded base Edited July 29, 2015 by wackyserious Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 29, 2015 Author Report Share Posted July 29, 2015 Also, how do I save a 512x512.png image/copy of the a UV map, like the Norse shield UV .png that you gave me? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2015 Report Share Posted July 29, 2015 Crtl + R and mouse wheel maybe for 1)For 2 Go to the UV layout (SHIFT + F10) and in the bottom menus Uvs\Export UV layout. You have to be in edit mode. Quote Link to comment Share on other sites More sharing options...
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