Hello, if anybody in the future wants some customization in shi*tty and limited export setup from SpeedTree: You need to go {YOURS_SPEEDTREE_DIR}/texture_packing Then you can select Unreal's UE4.fx and UE4.xml and duplicate that (rename also to fit yours packaging method name). Open it in some code editor (e.g. VS Code or…
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You could also select a complete edge loop and use Create Shape from selection, and get an Editable Spline to which you can adjust the thickness or make it cylindrical or rectangular in shape.
This is a really old thread I know, but In case anyone encounters this problem, just select the object in the outliner. Once there, right click the object and select the shapes option. Should be self explanatory from there
That's a funny one! Thanks! But if I understand the MAXScript reference guide correctly this creates a new mesh based on the selected mesh/all selected meshes - meaning you get a duplicate (the original will still be there)?!
So, I do it =) Megarandom click and I copy bone weight from model_1 to model_2. Select source model, than select target model, press "Space" and type "Transfer Weights"
Seams from islands is only used as a lead-up to selecting the mark as sharp feature... You could always select the entire mesh and clear seams once the edges are marked as sharp :P
Whenever I want to make an element the active one (like when using the active element pivot mode), I deselect it and select it again. I think it's always the last one selected.
2 things are going on, UI waits to refresh till its active again, and converting a selection still leaves the selection intact, so hit control+d before returning to nDo2 to deselect.
Select all of the nodes that are your rock. Right click and find create graph from selection. In your explorer new graph will appear drag n drop it to your node graph area.