I'm assuming you're talking about getting a model with animation from Max to Maya? Select the meshes and export as an fbx. In the export settings there is an option to set the target up axis (Y-up for maya)
Not sure how to word this, but how is the eat3d guide you suggested not modelling flat? Do the grips on the tread only get placed in a circualar patern around the cilinder, rather than stretched/bending their respective verts about an axis?
1. It's a limitation of the Lasso selection tool I'm afraid. I never got that to work as well... If I need to select half of a mesh, I generally just go into wireframe mode and use the regular rectangle selection tool, or turn of "Raycast in Shaded mode". 2. I take it you are using the snap mode? If you want to prevent…
Note that in ZBrush you can constrain brushes to a single axis via Transform > Modifiers if you want to sculpt only in the up axis for heightmaps. Though it doesn't matter a great deal if you have a little overhang by not doing this.
the colors represent 2d vectors x and y or U and V, mid point of 0.5 on both channels would be do nothing. below .5 would be negative movement on that axis, above would be positive moment on that axis. think you will want to look at this thread. http://www.polycount.com/forum/showthread.php?t=105399 also there is a imbueFX…
if you hadn't cut the hole yet you could've also used the face constraint in the editable poly -> edit geometry tab thingie. but axis constraints are probably a more fail-proof way :D
@Eric: Yeah those multiple sections are because of a uneven gradient / threshold in the settings. That's why I want manual input so you can override or exclude some parts. But in the Android app "9-Patch App" which is part of the Android SDK this would be perfectly doable. It would just distribute the stretch to all sub -…
As a general rule of thumb only use Booleans when you know what kind of results you will get. For something like this I wouldn't bother with booleans and instead of making them from separate pieces I would make the square top part from the cylinder like this... 1) Regular 12 sided cylinder, the number of sides isn't…
Yeah Bartalon is right, also, assuming that you're in the polygons tab and the main side of your mesh is center pivoted to the middle. To prevent the hassle of aligning individual vertices to the center for mirroring is to align it altogether by using the absolute transform tab and putting (assuming it's centered on X…