Time for a little revival. I've been searching for similar answer but found none. I want to transfer vertex selection from UVs to editable poly mode. Selecting faces and then converting to vertex selection is no-go this time. A picture to illustrate what I want to achieve... If anyone has something I'll be very glad :) .
Yeah I have my Dell U2410 in portrait mode while coding and my other monitor is on an ergotron arm. These things are really helpful especially with me not having enough desk space for another stand mount. Also something to see along with having the monitor at eye level is the height of a chair and back support.
On a side note : - If I go into edit mode for the pivot, and then hover over any vert / edge / face, I can then snap to that chosen component. Whereas I lose the ability to have a 'selection', i.e. 5 verts for instance, at least that trade off isn't too bad and is pretty close to my usual workflow. :)
Nope. All quake servers are manually configured (though fteqw is based on Quakeworld's network code and protocols which has some prediction in it) though recent darkplaces releases have reduced some of the lag too Take your pick (yes, fteqw servers require fteqw clients to join, same goes for darkplaces)
you don't need anything fancy. do this: - go into 'face mode' in the UV editor - select some faces - go to the edit>copy in the 'edit UVWs' window - select some new faces - go edit>paste Note that this usually only works if the faces are the same in number and shape. And then only works some of the time...
Put on your poncho... Batch Render: * Using batch render hurts my brain in so many ways. * You need "active time segment" or "range" selected in the render set up (totally differnt dialog box) if you specify any range of frames in batch render. If its set to single it will render all the frames to a single frame…
Hey guys, I was reading up on multi-texture-tile systems like UDIM and wanted to see if I could build support for this with ShaderFX. I got a pretty good working solution but I wanted to make it dynamic in the sense that a user could choose a Base value and a Tiles value to basically set how many tiles should be used. To…
I dont know how to call it but i wanted to make a thread for people who wants to share shading networks made in arnold with textures made procedurally. I'm still learning about that topic and its amazing what you can do with a bit of knowledge of how diferent nodes work together For this i make two alPatterns and i combine…
I'm tackling my capstone assignment for my final year in Game Development, which is essentially an outdoor environment piece using landscape. I have seen several people use a UDK > World Machine > UDK workflow with good results, and am interested in trying it for my capstone. When I created my landscape, I selected it and…