You can do what Urzaz says to map those cylindrical bits into rectangles, then split them where you want overlaps. To stack them just snap the pivot to a particular vertex (hold d and v), and then snap the shell to a corresponding shell to stack. Alternatively there are scripts out there that will align UV shells.
Thank you DWalker ;) That Training manual makes things quite clear! So if i get it right, The long metal upright beams, move a little inwards during the animation don't they? Because those "closing hinges" turn around a pivot point, causing movement as shown in the above image... Would that be correct?
Assuming you want to keep it alpha blended .. What Eric says will help, if you need more, separating every element of the transparent meshes to individual objects and centring their pivots they should sort pretty well(freeze transforms too obvs As far as settings go, Depth peeling is usually pretty reliable.
We have a scene put togheter in max and want to export it to udk. it is alot of objects and they need to be placed very correctly. To save alot of time i would like to export the objects with its current position and keep that position in udk. Is this possible? I think aligning the pivot to center before export will be a…
Hey there, I need help finding a tool to do what I want. There is probably something out there that does this. I want the flat geo I've created to conform to the shape of the mesh below. Is there an easy way to do this within ZBrush or any other software? It would be like maya's make live, but each vert would follow…
Started with progress: got some more parts made up and in. Ended with some failure: turns out that the dock BPs all have different pivot points so when I went to update them it knocked all of them out of whack. Not the end of the world but a definite thing to avoid in the future!
Yeah it was 100k limit, needed to have full PBR and rendered in Substance and Unreal. Needed to figure out a way to make the arm work. Update his arm basically and make sure that it could pivot and stuff correctly. Turn ins were the zbrush tool, and the renders but I also turned in the fbx.
Thanks to the 2 previous video tutorial, i'm going in the FXMap side. but i'm facing one major issue. How do i can change the rotation pivot of pattern input in a Quadrant (for an advanced FXMap setup) I'm trrying to make grass leaves atlas, but it's always rotating at the center of the quadrant.
It is because they use average brightness/position/color as an optimization. Called light environments, found in the properties of those actors. You will want to tweak that or turn it off. Having them go all black is a bit weird though. Pivot points are far off? Large meshes? Possible symptom of another problem.
Yeah I'm finding that Maya still haven't caught up to Max in modeling just yet. Curve to Mesh is far more easier to do in Max with one button no scripts required. Boolean system is better, pivot setup is better, align tools are better, and selection tools are better. Imo of course =)