Sorry for the late reply, I've been on a few things and just randomly experimenting, but I want to try and get this confusion sorted out if I can, with the help of the enlightened minds of Polycount! I think I'm just explaining it wrong lol. It might also be that the way I normally unwrap models is a bit counter-intuitive…
just try stuff out, and use layers for it. you can try everything you want, but do it on a new layer, so you can delete or hide it any time u want to see if what u did was an improvement or not. thats just a little tip in general i can give you for better workflow. but dont worry, as long as you are open to try stuff out…
It's under the assigned material. So select the fabric you want to edit, then right of the pattern window (under fabric) you have a heading Physical Property, then the preset you assigned (play around with those to change and test out various materials). Under that you have a heading: Detail, and under Detail is Thickness.…
Yeah I had seen Polyhertz'z video before. But anyway I am going to have a mess about with NVil(might as well). I did come up against my first problem, all selections were selecting verts and edges through the model, I thought the program was broken. After an extensive search through their forums turns out Sub Object…
in max, select edge loop, under edge sub object mode select the create shape function. it will create a shape(spline) out of your selection. To scatter the models like bardler said you have a few options. you can use the constrain to path, path deform or snapshot tool in max. there might also be scripts for it. also you…
Thanks. So would this happen when: A: Keyframe while a joint is selected. B: keyframe while a constrained object is selected (curve in this case). C: keyframe while both the above are selected. I am guessing B & C? I think my understanding of keyframe entry is wrong. I figured you could keyframe an object constrained to a…
@uberphoenix - The best method for this is once the block-out is complete, break it into manageable chunks, ie: if you can make it from its modular pieces, then select the BSP brush or selection of brushes and right click> Convert> Convert to Static Mesh and place it in a package from there find the brush / now static mesh…
[ QUOTE ] Now just allow us to select and edit multiple objects at the same time and I'll be happy... If you can now do it with UVs let us do it with the actual geometry! [/ QUOTE ] You can do that now... kind of... Just select multiple objects and apply the Edit Poly modifier. I suggest creating a "Named Selection Set" if…
This script will copy normals from the first selected vertex to all the other vertices you have selected. Be sure to have ordered selection set in your Maya prefs. import maya.cmds as cmds sel = cmds.ls(orderedSelection=True, flatten=True) nrm = cmds.polyNormalPerVertex(sel[0], query=True, xyz=True ) for i in sel[1:]:…
For the mirror artifact, in the Edit UVWs window go to the Select menu and click Select Overlapped Faces. Is anything selected in the 0-1 UV space? What does the normal map look like in that area? Do you have a duplicate or overlapping face there in the model? For the random pixels issue, I've only seen this when baking…