whenever i'm quickly scrolling through blending types to get some kind of random coolness on a new layer overlay, I almost always start with a fill of 75%. Seems to give the best overall impression of the various effects you might be able to get. Would probably be 66% if it wasn't for exclusion and difference.
"Seriously man, I know you have questions, but if you spent as much time working and practising as you do starting threads, you'd probably progress more quickly." I start threads while I'm at work.I only wish I could be at home modeling.9-5 is prison time.
You can change your zoom increment on the fly by holding down alt while mmb scrolling for slow, alt+ctrl for med, and ctrl for fast hold ctrl while mmb panning has the same effect, nice if you have a large model or group of models and need to traverse the scene quickly.
I quickly tried the convert to mesh - and it converted every strand to polygons. Max fell over, dribbled a bit. I've been playing with the idea of writing a script that creates hair planes, based on underlying geo, presets, hair length etc. Got parts of it working but I'm bogged down at work at the minute.
[ QUOTE ] "Users can now perform an Unwrap operation on the UVs of multiple objects simultaneously. This makes it significantly easier to organize the mapping of multiple objects into one texture e.g., in the case of a car with various parts in it, all the parts can be quickly made part of the same map." [/ QUOTE ] Yes!…
I wrote the script for building the shipped skeletons for UT2k3, and here's a link: http://www.members.shaw.ca/whargoul/Maya_UT2k3_Skels.zip Great for quickly attaching your model and checking it in-game without doing 50 bazillion animaitons first. As for baking, don't bother. The animation manager does all of that for you…
For me, Alchemy provides little more than a way to quickly sketch something symmetrical. I think the program could be a lot more useful/powerful if all the features and effects were affected by pressure sensitivity, rather than its being one tool. Moving in the right direction, however! I like it.
I bought it the day it came in at my workplace. I'm only about 7 hours in and very thoroughly enjoying so far, The only thing that I don't really like is the amount of grinding you have to do between areas. But then, it may just be me trying to fly through the game too quickly.
Polyshift is really great, it's like soft selection on steroids. It's great for breaking up symmetry on a finished model, or quickly adjusting a model's proportions. Just tried the new update - being able to use the Polydraw tool in screenspace now is awesome! The border tool is one I use a lot, using it in screenspace is…
Finished the prop quite quickly! Made a high poly sculpt in Zbrush, did some retopo and textured it within Substance Painter. Overall little issues and got it done pretty fast. I did have to take some creative liberties regarding the design though, because it was hard to figure out some of the perspectives of its parts. In…