have you linked the 2nd material to the 2nd uv set? You can do this by CTRL+Rightclick in the viewport then choose UVSets-->UV linking Then select your mesh,it will show the mesh with its uv sets below it on the left pane,select your 2nd uv set,then on the right select the material you want to link it to,double check that…
The stats on the top left have nothing to do with the presence of triangles or not in your geometry. It's says 0 because you dont have any Face currently selected. if you take a cube you'll have "poly:6, triangles: 12". I think the non Quad select faces with more than 4 sides. there is a feature to select faces with X…
http://dl.dropbox.com/u/2904948/Tools/Martinez_RemoveBoneAssignWeights.ms I made this tool for myself a while back. Just download it and run it from the MaxScript Run menu. This will remove the selected bone from the Skin modifier and assign it's weights to the a different bone that you choose. Use the Pick OBJ button to…
Spin is for turning a "visible" edge. For turning an invisible edge, you have to use the Turn tool (under tris) and click on the diagonal "invisible" edge. Considering you re in editable poly, you can select the faces to turn (use Dot loop to select 1face every 2 faces) and run this: obj = selection[1]
could make an image thats 32x32 px or whatever the resolution of your 1 grid size it, then Edit - Define Pattern. Then create a new document at target resolution, and Edit - Fill - Pattern - Select your pattern. Or what I prefer in the Layer pallette - Create new Fill or Adjustment Layer icon at bottom, select Pattern -…
Hey man, I couldn't find a way to do this either out of Maya. I found the quickest thing to do was just render out the wireframe layout in Maya, open it in Photoshop, magic wand select a black area outside of the uvs, invert your selection and fill. You could make an action out of it as well that will turn the filled…
Select all the faces you want double sided click "detach" check on "detach to element" and "detach as clone" - this clones you selected faces and keeps it an element of the same mesh click "ok" with your cloned faces still selected click "flip" you can also use a shader that renders 2 sided polygons but you can't have a…
select an edge in editable poly> export as spline add uvw unwrap mod. > select faces select spline mapping and pick your spline chose planar inside Sometimes it's screwed up but in 90% you will just have to rescale the uvs and they will be perfectly unwrapped.…
Someone did something kinda similar to this in Max, where they'd send a face selection out to PS as a selection mask, looked pretty nifty. I guess I could look at doing something similar to that, ie. send a UV edge selection out as a PS path if PS is currently open, since paths are probably more versatile than baked-down…
Very cool. Going to test it out now. BeatKitano: I believe what you are looking for is the "merge verts tool" under edit mesh in maya2009. Click one vert and a line appears at your cursor that snaps to the other vert you want to merge. I don't use it a whole lot, because I have hotbox stuff for merging. Easier to just…