Hi, my name is Francis Racicot aka Pac0master. I am the Lead developer of the Free mod: Portal 2 Abyss. Project's page: http://www.moddb.com/mods/portal-2-abyss Our team is called Team Abyss, we are looking for talented individual with spare time who wish to contribute to the modding community. It's a great opportunity for…
The Europa Barbarorum team, responsible for the critically acclaimed modifications for Rome Total War and Medieval Total War II, are seeking to attract experienced 3D and 2D artists to assist us in the continuing development of our second release: Europa Barbarorum II. For those unfamiliar with our work, our aim is to…
Is there a way to pass selections up the stack to the vertex paint modifier? I really need to be able to select rings, loops, open edges etc. Seems like the modifier is extremely limited in this respect unless I'm missing something obvious. Alternatively anyone know of way to do this in maxscript or if any scritps already…
Klunk beat me to a solution. :smile: I like to use modifiers, and since VC are just another mapping channel, you can use UV modifiers to edit them. ( newColor = [1.0,0.0,0.0] uv = uvwmap length:0.0 width:0.0 channel:1 utile:newColor.x vtile:newColor.y wtile:newColor.z addModifier selection uv
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Yep, just tried that. Flipping the faces wont change it. Like i said before, changing the view mode to perspective put things back together. Looks like the problem seams to be connected with the ortographic view. Sorry for the newbie question but normalize you mean apply the Normal modifier or Normalize spline modifier?
This tutorial explains how to use composite mat instead of blend or mix to use as many materials as you want in a single material slot. http://www.kevinoxland.com/Images/Layers_Unlimited.pdf you still need to use as many vertex paint modifiers as you have material ID's tho, so a single modifier solution it is not.
The Skin Wrap modifier could be interesting, too. If you used Skin to bind your mesh you could even transform the Skin Wrap to a Skin modifier if you need it for realtime-purposes. Never tried this, though, since I still use Physique. But I will have a look at skin as soon as possible.
Modifiers by default affect the whole object. To limit bevel to a single edge, see the bevel modifier panel limit using: -> BevWeigh. Then go back to the mesh and press ctrl+shift+e to control bevel weight per selected edge. Or alternatively, bevel is also a mesh tool. Select your edges, press w to access the "specials"…
ResetXForm doesn´t work. I have added the Edit Normals Modifier to my LP Mesh and selected all Blue Normals that they become red. Then i clicked on rest and collapsed the Modifier. Nothing changed. Then i applied the SG´s from UV Shells via TexTools, again, nothing changed :( hrrr... Edit: I will give it a try, just a…
Just make sure to uncheck "Turbosmooth" on your FBX export setting for the HP object cus it got me last time into believing that by checking "Turbosmooth" means "export with Turbosmooth applied" but apparently it means export the modifier together, if your target app (in this case Substance Painter) didn't support…