![]() ![]() Enabling Auto-Merge editing will make this easier. Create a vertex on the edge by subdividing and Vertex-Slide it to where your snapped-to vertex is. You will see that a big hole appears in your solid. ![]() In Blender, where you have snapped a vertex to an edge, grab a vertex and move it around with G. In Unity these parts with holes wont render. As aomeoni stated, this will create a non-manifold mesh (non watertight) resulting in big phat holes in your mesh. This in essence is probably your problem. World Craft! Loved it! I had a little moan way back about how snapping a vertex to an edge would create a new vertex and physically join them in World Craft, but in Blender this is a multiple step process involving subdividing the edge, sliding the vertex and merging the vertex you wish to join.
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