Sorry to bump an old thread yoou can use thi sscript as a shortcut for #1 - mines alt + a (for align). it will align both the move and scale to to the selected face/edge's axis. global proc alignAxis (){$compselection=`ls -sl -fl`;if (`size($compselection)`){if (`size($compselection)`<=1){manipMoveOrient…
Here ares some variations I was taught that might help.... 1) Find reference, bring it into Max/Maya, lay image on a plane. 2) Spline out limbs and the trunk based on reference. Then loft the trunk and limbs. Duplicate the splines and edit the depth (Z axis) because they'll be initially flat. Cool thing about lofts is that…
Fuse just listed pretty much what I am missing when it comes to modelling. The things I can't model quickly without are universal "Connect" (plus connect-2 and connect-3 to quickly insert 2/3 edges into a selection), universal Collapse, and a toggleable system of working in highpoly (High Quality Preview in Maya is…
You can't loop unselect in any version. I always loop select the edge/border, then CTRL select the polygon element button (it converts to nearest polygon selection).
Nice eh? In max 9 I used to use a Poly Select in the middle, just to stop the SO selection. Was that the idea for the sandwich, to prevent the Symmetry from seeing the selection?
@sadpunk I have fixed a number of the things you discovered and then some. Pick up the latest version (linked in original post)! 14 March 2018 - v5.0.3 General * Added .surfaceColor & .diffuseColor to the list of valid color channels * Added .diffuseRoughness to the list of valid roughness channels * Added .KsColor to the…
Try this: fn averageColor colors = The last line applies the function to currently selected object, you can just as well loop all the geometry in scene instead or loop multiple selected objects instead.
After a bit more poking around I think I figured it out. Here are the steps I'm currently using. It should be said that this is the setup I'm using for a single file export of base level geometry. 1) Export the scene from Maya to the Unity Assets folder. (I use a sub folder called Level Geometry). 2) Create and empty game…
Alpha handling in gimp is quite easy. First add the alpha channel as ZacD explained. Here you can although choose an existing alpha channel as alpha layer if you load an RGBA for example. Now you have to thumbnails in the layer view, the left one is the RGB view, the right one the alpha channel. Press left mouse button on…