Hello there Polycounters ! I'm encountering an annoying thing with my model after I use Auto-unwrap of Maya 2015's bonus tool. There are green dots taking over my model at every vertice point ... I've looked everywhere how to get rid of them but I can't find out ! Do you guys have an idea ? :) Regards, Retmia
Anyone run into disappearing vertices with splines? They show up for about a second and then disappear. Restarting max gets them back, but then they go by-by as soon as I go into sub-objct mode. I can still select them, and at certain distances they turn into 1-pixel white dots. Very frustrating. I checked my settings for…
Hi, I'm trying lighten up the load for rendering real-time shadows in a game by baking the shadows for distant objects into the vertices of the models. Really cheap and old school! I'm doing the baking in Max using a Direct light and Assign Vertex colours in the Vertex paint modifier. If I set the light to onmi or spot it…
Quick introduction: Hello, it's long past due that I sign up to Polycount, but a problem I'm having has made me finally do it and I know no place like Autodesk forums or something will solve my problem. Anyway, I'm trying to create a set of first person arms and not having too much rigging experience I've ran into a…
Hello everyone, I'm trying to learn MEL scripting coming from a background of Unity C#. Currently I'm working on a script that moves all selected vertices to 0 on the x-axis. I borrowed this script from another forum but it doesn't seem to work when the object has moved: string $verts[] = `ls -sl -fl`;<br> for($vert in…
I was talking with a friend about how awesome texture atlasing was for using a handful of smaller tiling textures, but then he mentioned that would mean a higher vertex count. Using a smaller texture is more cpu-efficient, but now I'm wondering if the smaller textures are worth their weight in vertices - so to speak. Might…
Hi guys, I would need to build a shader on Maya that will allow me to visually check in the viewport if there are micro-variations in the height of the vertices, something like the VertexNormalWS node in UE. What I want to do is to avoid that within a mesh such as a road or a racing track there are areas of sudden height…
I need some help on how to bake a deformer that's affecting geometry to the vertices of that geometry. I want to be able to delete the deformer and keep the animation intact. Specifically my setup is basicly a poly plane that translates through a bend deformer. I've tried baking it through bake simulation, but the bake…
greetings! i have created spline shape (road section). i also created the path with 2 splines (1 line, the other a helix). looks great other than the obvious gap. i am aware that some vertices cannot be welded. can anyone suggest a resolve or different workflow? all the best! j
I tried LS with both -hilite & -preSelectHilite... neither one gave me the other vertice hilited by the reflection settings. I found a big script for getting it the long ways.... http://www.supercrumbly.com/archives.php?sid=145 ....but that's way more hoops than I'd like to jump through every time just to get the vert that…