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Post by HugHug003 on Oct 16, 2024 21:42:53 GMT -5
I want to make a neckline like this picture on the left, but wider and not as low, that is extruded, not just plain texture. I couldn't find an existing ea mesh already like this so I figured I make it myself. However, after bisecting the first line I realized bisect only works as a straight line. How would I go about making a curve like this?
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Post by mauvemorn on Oct 17, 2024 6:55:03 GMT -5
Hi. Use the knife tool
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Post by HugHug003 on Oct 17, 2024 16:20:18 GMT -5
mauvemorn. Is there a way to make my cut exactly symmetrical?
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Post by HugHug003 on Oct 17, 2024 16:52:12 GMT -5
mauvemorn Do you think you could do a step by step like before? Its not behaving the same as with bisect. After I make the cut it deselects it the line it made so I can't edge split it. I tried to manually select that line but once I edge split it looks really weird and doesn't extrude cleanly, and is missing faces.
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Post by mauvemorn on Oct 17, 2024 18:21:11 GMT -5
It’s the same process and you’re doing it right, just do it more carefully. Regardless, please always provide the files With this method, no, can’t cut it symmetrically because, to blender, the mesh is not symmetrical. Symmetry tools never work on it without forcefully symmetrising it first, which messes up data
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Post by HugHug003 on Oct 17, 2024 21:47:03 GMT -5
mauvemorn ok I've gotten this far, haven't tested in the game yet bc I'm trying to figure out how to texture this with sharp edges. On the UV of my other dress that I used existed meshes I noticed the top uv is separated from the rest of the body. How can I do this properly? Do I just move the vertices away? Can I move the non dress vertices or will that mess up the skin of the body. The other mesh seemed to have so much space between and the mesh didn't look crammed together so just not sure how to best achieve that.
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