try this: * open maya * open the script editor * under the history menu check on "echo all commands" this will mean that everything you do will now show up in the script editor. You can then either copy or paste these commands into your script or look them up on the documentation.…
I don't know what UDK is doing - it could be they are doing some sort of highly simplified calculation which isn't totally accurate. All I'm doing is reflecting view direction along surface normal using the built-in reflect function. The result is also realistically plausible as evidenced by many photographs I can find on…
In addition to the links mryogesh123 posted you can also take a look at the following links. They will help you better understand topology and edge loop placement.I hope they help...I know I have found them very useful. http://www.3dtotal.com/index_tutorial_detailed.php?id=495#.UHYkLBUxprM…
I just came across this.. looks pretty awesome ! (its MAYA though) https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-B3131294-73A6-4D29-AA1B-D3B7A8A2136D-htm.html
anyone knows a way of making 3dsMax remember the sub object orbit point of interest after leaving selection mode? this is so annoying, I can't believe it. edit: seems like in later 3dsMax versions, orbiting the point of interest has been added (I'm on…
You want to look at the polySelect command with the -lpt and -rpt flags. The flags require two arguments of the edge number only, like so: polySelect -lpt 32 36; http://help.autodesk.com/cloudhelp/2016/ENU/Maya-Tech-Docs/Commands/polySelect.html#flagedgeLoopPattern
@gyllenhaal : Thank you. i though of a star belt too but imo his outfit's gonna look a bit heavy so i removed it :blush: @CloudyCatV @MaoAkari: Thank you :smiley: @RockaFella @ALYBERIA : they were my favourite too. I thought the bottom left was abit tight and not possible to show his character so i chosed the top right.…
Dynamic Rigid Bodies cannot be concave. But you can use multiple convex meshes. You can press the generate button in the Physical Mesh Parameters rollout to generate a series of convex meshes that will fit your objects. See the Summary at the bottom of this page:…
@Cloudydays Yes, I know the topology is very important in high-poly models especially when I use turbosmooth or subsurf. Does the topology really matter in low poly models where normal-maps do almost the whole work? Example (https://www.artstation.com/artwork/XPzyR )