also - if you're going to be iterating on a resource you can select where it's stored on import . i forget which one I usually used but one of them makes it easier to manage what you've imported
You know the one, the key you accidentally hit in that software you use all the time that messes everything up. The space bar in 3ds max or accidentally switching the top "top" viewport because you accidentally hit a key. Using E and R in max and having to remind yourself that softimage uses X and C. Pressing Q to switch…
Measure and show edges length, segments length and faces area in real time. Work with Splines, Editable_Poly and Editable_mesh objects and Edit_Poly modifier. -- In Polygon/Element sub-object level will show the selected faces area in generic units only. -- In Edge/Border sub-object level will show the length of selected…
Or even better, change the angle of Auto Smooth to 180 degrees and mark your sharp edges manually. That way you have a full control of smoothing groups in your low poly mesh. One more benefit: Once you're done with your sharp edges and you'd like to UV unwrap your mesh, you can quickly select all of your sharp edges with…
There are quite a few ways to unwrap in max but its hard to point you in a direction without knowing what kind of objects or the workflow you used in Modo. You can use peel mode to actively relax the model then select and break edges to relieve tension as it relaxes. You can select faces (often with angle select turned…
Watch [ame=" https://www.youtube.com/watch?v=auloqB-0bBo"]this video[/ame] This is the code:( curObj = selection[1] if classOf curObj == splineShape or classof curObj == Line then ( -- get the indexes of selected knots selKnot = getKnotSelection $ 1 if selKnot.count != 0 then ( -- get knot type knotType = for k in selKnot…
Honestly, I never made any real models in qme But some basics: - Hitting Tab brings you in between edit mode and object mode. - Right clicking selects, hitting G moves, then leftclicking confirms it. - U key (in edit mode) undos. YOU CANT HAVE THAT IN QME MUAHAHAHAHAHAH!!!!!!! - A selects/deselects all, F makes faces with…
Isolation is a good idea! This way it will even cut down the render time of each map , because the groups(LPs + HPs) will be considered in the baking process one at a time, instead of loading all objects at once. So bassicaly the script should : 1)group coresponding parts into different selection sets based on naming…
it will most definitely take some playing around with FOR SURE. just keep pumpin away and fine tune using the tools and find a way that works for you. about the planar mapping. oh yeah man...it's still there. you can either drop a UVmap modifier down, select some faces, and choose planar map. or you can throw a UNWRAPUVW…
almighty_gir : For your first problem, don't blame the tool, it's just a matter of being carrefull with the ctrl key :) When you are doing a masking selection you can smooth it out or make it sharper. Smoothing the selection = ctrl + click on the mask. Sharpen = ctrl+alt+click on the mask (and you can repeat it how many…