click the object you gonna texture, go to the modify tab, add "Unwrap UVW" to the list there, go down the UVW preferences until you see a big "Edit" button and click it, now click on "Mapping" on the top of the new window and choose Flatten Mapping now you got your UV placed out
Hi again! Posted last time that I was doing a Ma. K too so Ive decided to roll out what i have, still a wip. Btw if you wondered I modified mine so It has a flamethrower! Check it out here: http://boards.polycount.net/showthread.php?t=51687&page=142
2-button setup is embedded in maya already. Shame there's no such thing in 3ds max. However I did find a workaround, which was to link LMB + modifier key to each action. So Pan is ctrl+LMB, orbit is alt+LMB and zoom is CTRL+ALT+LMB. That still leaves me with shift for accurate movements.
Yarrr Mate... Good start but I saw this last night when you showed it to me. Don't forget his big jug of rum, a golden nipple ring, a bad ass sword. and you could always modify him into that other character we talked about. Just change his props a little...
OK guys I've hit another problem. This time it's the skin modifier, for some reason I can't see the influence of the bone envelopes on the mesh vertices... They should show colour information in the same way that soft selection does, but, I click on an envelope and... nothing. Could someone explain what's going on here?…
So I checked the tile by dropping to canvas and using the (~) seems fine, no seams. So it's to do with the export process. I am rendering it on best settings (whether i need to modify the lighting or shadows or something i don't know) then hitting document >export .. If there is a better way of doing this please tell.…
- You can assign shift to one of the keys, instead of being under "Keystroke" its under "Modifier". Shift + Other keystroke combo doesn't appear to work though. - If the touchstrips don't function normally for zooming in ZBrush, you can assign keystrokes to the up and down like you can with the regular express keys.
3dsmax? Try it with Global Super Sampling on or off. If its the low poly intersecting with the high. Select the low poly just before you bake, go into element mode and hide all (in the edit poly modifier). This will leave just the high poly and your cage when baking and fixes the intersecting MentalRay AO issue.
Fixed the Barrel it now sits a 75,000 polys for the high poly. It sounded wrong in my head when i looked at the poly count in MAX but i thought i might hve changed it myself but my friend added 3 extra turbosmooth modifiers last time she came over to my house.
Use the DH Mod Tool here: http://www.driverheaven.net/patje/ This modifies the normal ATI drivers to install on Mobility cards. To use it, download the normal drivers from ATI, and try to install. You will get the same INF error. Then run the mod tool and click "Go Mobile!". This will then start the installer again, and…