Sounds like you may want to use a tiling texture, but I'm not sure what you're trying to accomplish. Try doing this, 1. Select all faces, in the UV editor Unitize the faces (this will draw all face exactly to 0-1) 2. Select all edges, deselect the edges you want to be a seam. 3. Move and sew all the edges you have…
Is there any way I can pull this off? Have two fixed hinges. When the blue piece moves up. The red and green pieces move with it but are still constrained by their connections. (Blue dots)
1. A script that converts a texture file node to a .psd node. 2. A script that randomizes selected uv shells position constrained to u or v and with a min/max distance range.
Thanks for the answers guys I was a lil spun out reading this :) One of the assets to create seemed a lil overkill to have that many textures but it should make things less constrained.
This is a big thread. I just wanted to ask you renderhjs if your tool can constrain UV points to move along edges, like edge constraints in Editable Poly?
Use the freeform tool instead of the individual move, rotate, scale tools. I'd explain it, but look it up in the help and that should be plenty enough info. Shift constrains to a single direction.
Ive no idea but im intrigued, you say the bones are parented to parts of the rig? Or are they parent constrained to parts of the rig? If its the former I cant see how that would work..
Totally. You may only want to constrain yourself to the laws of PBR if you are attempting to create photo-real art. However, deviation from reality is part of being an artist!
this would be intended for a game in a FP view so a tiled scrolling texture wouldnt be optimal, and i tried path constraining it but it keeps coming up with it being skewe instead of upright
Looking cool Adam! If you want to track the tips of the sword, I would constrain a locator to the tip and track that! I use EBtools :) http://eblabs.com/author/eric-bates/