So in max, I do some general unwrap of an object, and I have a mostly cohesive unwrap, with a few polys that got mapped weirdly. So I move them into position with the rest of the unwrap. I use snapping to get all the points to align properly. Then I select all of those points (both on the main body, and the detatched…
I feel like this is supposed to be a really straight forward procedure. What are the conditions in order for this to work? I'm just doing in Maya 2017: 1.select UV of the UV I want to merge with context menu > UV > drag and select all UV vertices in UV editor 2.select "UV Sets" at the second to last menu option in UV…
A lot of people I know, both at my company, and out, tend to have this running problem where we assign a Sub Object Mat to a model with multiple material ID's and export as an ASE and into UDK. Most of the time this works, but ever so often it just utterly breaks and will only show up with 1 ID or won't change anything…
If you look at the script that it calls when you use that hotkey/menu item, it actually says "SelectLoopOrBorder". There might be a way to make it only into "select loop" thing, since I think as soon as you have a border edge selected it will always go into "select the whole border!" mode. I might take a look... My little…
You misunderstand me. I never said anything about smoothing by UV seams for lowpoly/baking. I said the concept of assigning hard/soft edges by a polygonal selection is dumb. Example: Cylinders where one of the side edges must be hard. Simple with edge selection; not so much with polygonal selection. Of course there's not…
I don't know if you've found out already (or if it's the thing you're looking for) but: from CS4 to CS5 they've changed the shotcuts. Alt-RMB changes the size and hadness of your brush tip Alt-Shift-RMB brings up the color picker. When selecting a color with Alt-Shift-RMB you might want to change to the hue slider without…
why on earth do you want to maintain 2 uv channels? why not use 1 layout for both models. converting maps from 1 to another is possible and it reduced the complexity of what you are trying to do. Anywho! You can Copy and Paste UV's in max just fine, providing you haven't changed your vertex indexes. Import the OBJ(as an…
There are a bunch of ways to unwrap this but here is the most straightforward way I could think of. I agree with the help file that peel is best suited for organic shapes and even then I tend to ignore it and planar map the whole thing, create seams and relax chunks. Apply symmetry to get the full sword.* Turn on select by…
Depends of what kind of precision you need, there are two ways to do that with the Knife Tool. 1) While in Loop Mode press SHIFT to lock the cut, is it working when you can't move the cut, at this point, you can insert a % value in the Offset box. 2) You want to make a loop cut (or multiple) at n cm from a point/edge;…