hi Guys, I have my 3dsmax scene Unit scale 1 unit = 1 cm, to work on unreal scene, unfortunately zbrush GoZ doesnt like this setup , ( unless i use fbx of course ) we wont have move tool works properly. ( tried to find the solution in google with not much solution unless i use snake hook ) . as well as other weird unit…
Hi!, I’m
currently jumping to blender and I have some (or a lot of) gaps in my knowledge of blender so
maybe this is something stupid. In blender I
can use G or the move tool with gizmo. If I use the G I need to constraint via
short cut the axis/plane or work on screen space. With gizmo I must select the
vertex and use the…
Fuero Games – game studio specializing in crossplatform (web & mobile) games based on Unity3D engine is looking for a world-class Senior Unity3D Developer to our Warsaw studio. KEY RESPONSIBILITIES: - Create the Technical Design for the Project - Work Closely with the Lead Designer and/or Art Director to shape the…
For Max the tools from Z are too small, for Maya (from memory) too large. Just put a transparent cube at the right size in the center of the view pot of the app you are exporting to (essential for rigging later) and use the export dialog under the tool menu in Z. If you use GoZ then GoZ the tool across adjusting the scale…
Don't know if there's a way to slide things to match an axis if you have an off angle edge? For example, I want to align this loop on a sloping section to the y-axis of the perpendicular box, however it snaps a few units off. Am using the following snap controls This is for a project where I'm taking old BSP level geometry…
Hello Polycount Community! Battle Override studios are looking for a knowledgeable and talented 3D Artist specializing in hard surface modeling to join the crew. You will be working directly with the founders, content and product/UX team to bring the game to life using the Unity platform. You’re excited to collaborate with…
For the sideways issue, Blender is Z up like max and when you import everything has that 90 degrees in the rotation. Try the checkbox in your model import settings to bake axis conversion. If that doesn't help, make sure your tree is aligned to Unity space in Blender before you export. I used to have to do this in Max…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Okay I have some new problems now. For some reason I have no idea why I'm having difficulty with z-remesh again. I figured this out back when I was working with my red riding hood model, but for some strange reason when I z-remesh the entire model, the program does not take into account z-remesh guidelines. Take a look…