Haha it doesn't work because Autodesk forum broke the formating. How clever. Should be around that, not that i'm a maxscript pro. theObj=$Edgs= polyop.GetEdgeSelection theObj as arrayif Edgs.count==2 do( EdgA=PolyOp.getEdgeVerts theObj Edgs[1]EdgB=PolyOp.getEdgeVerts theObj Edgs[2]if EdgA[2]==EdgB[1] do (theObj.CreateFace…
Hey, so I want to change my tiling based on texel density but for that I need the texel density in runtime somehow for my generic material library. Ive tried DDX DDY for screen space UVs but that dosnt work. Tiling by mesh bounds or so also dosnt make sense. One idea would maybe be to calculate relative distance from 2…
2 or 4 I like the door and grates on 2 the most, the angle of the door from 4, and I think 2's ridge is a bit cluttered. Also prefer the (]:X:[) from 4 over the three small gates from 2.
Yeah if you get Crysis 2, you can get the Crysis 2 SDK from the crydev site and open the Crysis 2 levels. Crysis 2 is based on Cryengine 3 so it's the same Editor as what comes with the free SDK.
Hi guys, Meybe some more experienced artist could shed some light on those questions of mesh export: 1. What are tangents and binormals option? 2. What is split per vertex normals? 3. What is preserve edge orientation? Thank you!
Day 27 Reference: https://www.artstation.com/artwork/Kr2KWX by MashacK Fun one today! Wanted to keep it shorter than my previous days which had crept into taking way more than 2-3 hours. kept this one to roughly 2h30min with final tweaks. love the original concept.
Just so I may recap on a couple of points made early on: Vert count between 2 polys, in-engine, will increase if: -The 2 poly's share seperate smoothing group -The 2 poly's are a part of two different UV islands Vert count between 2 polys, in-engine, will stay 'the same' to the application's count if: -The 2 poly's share…