Two ways I can think of to accomplish this. I’m assuming the spheres are not attached using a wire or controller because querying that would be the fastest way to find the vertex. So... 1. Get the position of each sphere. Then loop through the verts and get the distance between the verts and the sphere and if the distance…
If you select the model's name in the hierarchy view, the model will show up as selected in the scene view. If you double-click the object's name in the hierarchy view, it will shift the camera in the scene view to center on that particular object. That let's you know exactly which object you just selected. At that point…
one way to do it is to use is Surfaces>Extrude * make a nurbs circle Create>Nurbs Primitives> Circle * align the circle to the start of the curve * select both the curve and choose Surfaces>Extrude from the modeling menu * now you should have a tube. Select the tube and under Extrude set the Rotation of the extrude to a…
Somehow it worked once only. No matter what I do it's no longer working :( Some of the conditions I'm respecting: 1. Ensure each sub-material has an Image Texture node. 2. Ensure both Image Texture nodes point to the same image file. Assuming you want all colours into one file. 3. Ensure both Image Texture nodes remain…
Perna's got some good advice. 1. I try to avoid loops as much as possible and take advantage of the 3ds Max Mapped Function. This keeps your scripts speedy and shorter. The following will produce an instanced Symmetry modifier, which I tend to find handy. If you didn't want it instanced you'd need a for/do loop. I also…
So this might be completely wrong, but are you duplicating the normal from the other arm? If so have you moved the duplicated arm over 1 UV unit? *EDIT* Also to create a cage within maya just duplicate your LP mesh, then select all vertices, change the movement from object to normal then expand them out so they encompass…
Here's how I got it to work: Double click the "color value" swatch to pull up the color history window Expand the color palettes window (at the bottom) Expand the "Default" drop down menu and select "new" Save a new blank palette Select a color in the top left using the ring, spectrum, image or blend Select a blank tile in…
Like the others said, don't use Maya Software to render. It's pretty cruddy. If your goal is for this to be a game asset, then Unreal Engine 4 is a free option for displaying your work and will allow you to practice using a very widely used game engine. If you have a few bucks you can spend, Marmoset Toolbag is a great…
That's weird, because those shells seem to display incorrect shading on 1/2 of their width. You said that normals are ok and there are no overlaps. I don't know maybe check those thongs: - turn backface culling on object properties and see if whole mesh is displaying correctly. - in UV window select faces and from top drop…
Codex Make sure that you've softened the edges under the Normals tab Normals>SoftenEdge. You need to have the edges selected for it to work. If that doesn't help your seems then first try selecting the entire mesh, combine and then select all of the verts and do a merge with a value of around .001 and try softening edges…