Verm, I think maybe that's because you're just so used playing horizontal splitscreen for so many years. I never played multiplayer much on consoles, so I had no problem transitioning to a vertical split. My younger brother's friend was the same as you. He used to come over and play Halo 2 with my brother on my Xbox (which…
Jackablade, if you tap the space bar you can quickly go from one viewport to the next so you can go to the side view to do your cut and then quickly go back to perspective to continue working on the shape. As well if you want to work in the perspective view and get perfect splits and cuts you can cut your junk and then use…
there's about 50 reasons you'll fall through the floor - the stupid ones are mostly engine version specific (eg. world partition landscapes on 5.3) and in terms of the mesh : Unreal has limited precision on vertex positions (16bit iirc) which means there is a minimum possible distance between verts if you have two vertices…
Heya - while I didn't try swapping cables (as it isn't quite possible since not all the displays use the same tech : HDMI / DVI / DP), I made one last attempt today consisting of first disabling all secondary monitors (which are currently back to a more reasonable total of 3 BTW) and then re-enabling them and giving them a…
Hi guys. I have a problem with the elements in UV editor. I'm following tutorial on YT and didn't have any problems until I had to make some adjustments to those elements (just like the tutor). So what I'm doing - I open UV editor, select "shell" and click on the element that I previously prepared exactly like in the…
Hey, quick question. I want to see if I have this right. Regarding inverted Normal maps showing up on one half of your model when you've have uvs overlapping with mirrored geometry. The error arrives from flipped UVs with tangent space normal maps is dependant on which axis you've mirrored your object in. So since for…
glad it's working. I can imagine there might be some issues with the numbers in the material editor vs designer. the uv coords may even be flipped vertically. I have a much more robust version floating around at the office that allows you to specify exactly which UV tiles go into a mask but I'd have to sit down and make it…
Hey everyone, I'm still quite the Noob when it comes to rigging and I've just run into an Issue I absolutely can't resolve. I have exactly the same Setup on both legs and even tried mirroring and hammering the skin weights, but on the right leg there always seem to be the same vertices "stuck" in place as if they were…
I'm trying to write some simple UV tools, but I'm running up against some oddities with arrays. I'm no MaxScript expert, so I'm probably doing something wrong somewhere. I'd started off with trying to find out the UV coords of the selected vertices in the Edit window of an Unwrap UVW modifier. The code is;selVerts =…
Hey Guys, We recently updated to the new Maya at work (2016). Now it seems that one little essential doesn't work anymore and I was wandering if any of you guys got a solution for this. So imagine you have a whole bunch of objects scattered around in space, now you want the pivot of those objects to all snap to the zero…