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Thinking
Outside the Box: By Paul "Villam" Steed
Next, with just the hand-owning part of the copied arm assembly selected I go down the modifier stack to the nearest ‘edit mesh’ modifier. Then I activate the green ‘attach’ button I click on the fist arm thus ‘attaching’ it to the arm with the coordinates…
Now the trick. Under the same edit mesh modifier go to sub-object/face/element (white box) and I select the open-handed part of the arm…
…and hit delete. I’m given a dialog box that asks if I want to delete the isolated vertices. I hit ‘yes’. Otherwise I’ll keep the vertices of the arm object and we don’t want that. Free-floating verts will mess you up if you’re a welding/merging mo-fo like yours truly.
Leaving you with the fisted arm with the mirrored mapping coordinates…
Lastly assign the arm texture again and everything works out!
This works in a variety of situations and may seem non-intuitive, but as long as an object has an element or even a vertex the rest of it can be deleted. Next tutorial we’ll finally choke that damn chicken ;] ps
- Paul Steed is an incredibly opinionated 3D artist at id Software.
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Credits: Thinking Outside the Box logo illustrated and is © 1998 Dan Zalkus. Thinking Outside the Box is © 1998 Paul Steed. All other content is © 1998 loonyboi productions. Unauthorized reproduction is strictly prohibited, so don't even try it. We've got really big guns, and we're ripped, baby. |