Is it possible to export multiple selected meshes as single fbx/obj files with their mesh names? like my selected meshes are: "ring4" "plane2" then i would get the files: ring4.fbx plane2.fbx? is there such a thing in maya?
Probably its tiled and then a mask is used to select where it appears. Only reason I can think that it might be a separate map is in case you wanted to selectively enable high resolution detail for close up shots, but then not require as much resolution in the base textures otherwise. I wouldn't fuss over all of that…
every once in a while my keyboard shortcuts start doing different things than they are supposed to do. "ctrl a" selects all layers instead of selecting the image. the "[" and "]" cycle through layers instead of changing brush size. any idea what is going on?
Well I use the migNormalTools script. For this example I select all the planar faces, harden the normal and then with the same faces selected I use the fillet outside option in the migNormalTools script.
Select your LP meshes together, apply a edit poly modifier, to the selection, adjust your uvw so no over lapping, bake, then delete the edit poly modifier off the stake.
Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
You could create a camera and set it to a specific FOV. You can then get the angle right for the shot in the editor then, with the camera selected, select ctrl+shift+f to align it to view. :thumbup:
False! Alt H will hide selected sub-object selections. As for your scroll wheel problem... installed any scripts recently? Edit Edit wasn't needed, I failed to read.
If for input you have only this 2 textures you should select the black color on the rock texture and use this selection as a mask. You are unable to do any magic tricks here.
In case you need to use Max later... I would pass a sub-object selection up to the Displace modifier. I'd also use soft selection if it needed a transition area.