Im doing my best to learn maya at work and Ive hit some walls. I really didnt want to do this but I would like to use this thread to ask my questions rather than litter polycount with random issues. First thing to note is that I have been reading a lot of the other threads on here asking for maya help etc so Im not being…
Unwrapping in Blender goes as follow. Switch to edit mesh node (Tab) > go to edge selection mode (2) to select edge loops alt+ click or click start edge and then Cntrl+click an end edge or just (shift+click) edges one by one. > use ctrl+E to open edge menu and "mark seams" those selected edges. Or you can just select UV…
Hello @Noren ! Ah! I apologise for tagging wrongly! I was rushing and accidentally tagged the wrong person x.x Alrighty! A checker map? Would it be the one that I have been using or the colour checked map? Also the checker image is generated to be 2048 by 2048 pixel. Oh! i have not heard about this before. Thank you for…
I have made some heavy edits based on the feedback I recieved. I adjusted some of the materials, added various meshes as ground cover like rocks and bracnhes, added a lot more foliage to the scene, made edits to some meshes to look more damaged, and made some lighting adjustments. I tried to make it all look a little more…
err... what? At which stage of the model are you at? Modeling/materials (need to work symmetrically in real time)The problem might be that when you go down to the base level of any object show end result toggles off. Apply symmetry on top of Editable Poly, go back down to editable poly and Turn on Show End Result (button…
This might work. 1. Import the fbx. 2. Make sure it's an Editable Poly and run the script below to select hard edges' vertices. 3. Convert selection to edges. 4. Add Edit Poly modifier to remove explicit normals. 5. In Edit Poly set everything to one smoothing group. 6. Go into Edit Poly edge mode, selection should be…
Just tried it out. It's like magic voodoo. Currently you can only tweak verts, not make any mesh changes like cuts or connects. But it's super fast, you can edit both with a cage by pressing 1, or adjusting the verts as they fall on the smoothed mesh (like in modo) by pressing 2, and it is literally in real time. I had a…
I usually just have Editable Poly (converted from any useful primitive), then Symmetry on top of that, then Turbosmooth on top of that. I try not to ever put any Edit Poly stuff on top of Turbosmooth, only ever parametric stuff like FFD (same as Maya's Lattice deformers), or Bend/Twist etc. Stuff that won't be affected by…
And I just did a test of this in Unity: Web Player It requires SM3 and will probably run very slow unless your GPU was made within the last year. There are 40 shells with a rather expensive shader. I get 400 fps on a 8 month old card. EDIT: Web player is now half quality with 20 shells. EDIT2: Optimized it even more.…