I think I understand. When you are in edge selection and want to go to polygon selection but with those selected. Click CTRL+ (polygon selection). Let me know if this is what you were talking about.
open select>select using constraints now go into faces mode on your model and in the dialogue box choose 'all and next' and 'Nsided'. Now drag a selection over your model and only Ngons will be selected
Yeah no problem. The UVs were a bit hard to figure out. First I noticed that some faces were transparent (or inverted) in Marmoset which is strange because there was no alpha applied. Next I started looking at the model in Modo and all the faces normals seemed to be pointing outward correctly, I ran Senecas's cleanup…
You can also use the ordinary transformations that you would use in the 3D viewport. So to align some verts along the U or V axis, just type 'sx0<Enter>' or 'sy0<Enter>'. Then you can continue to move the verts wherever you want them. You can also use proportional editing, sculpting tools, and all the rest of your ordinary…
Ended up doing a combo of both of the above responses. Using a default scene didn't work; for some reason the cameras were always set to the default even though I'd edited them in the saved scene. I don't think usersetup.mel runs when you open a scene, just when you load Maya, so I created a default scene with a script…
I'm assuming you're assigning the model to bones incorrectly... if you can do it for one side, it's the same process for the other. This is what I do: 1. In the outline menu, click the object icon and drag it to the skeleton/base model object. (in example, cube to crystal_maiden_model.dmx) When a menu pops up, select "With…
Hi all, So I've been wanting to know the best way to optimize texel size for characters. My goal is to create a realistic game character and I have an issue here where on Unwrap, the texel size across the face looks clean except for around the nose area. I've tried two things seperately: Smoothing and Soft selection. With…
The easiest way is to move the assets from your old package to a new package. Sure, this might take a little time ... but it is the best way. Just select your assets --> right click --> move or rename. Type the new package name into the first field and you should be good to go. If the package does not exists UDK will make…
If I understand you correctly, this is pretty easy with script. The code below works on a viewport selection not on a Layer Explorer selection. It just clones all the object then puts them in new layers. A built in way would be to merge the max file into itself and turn off "Match Layers", but that option isn't doing…