The fairest way of doing this data is to ask the graduates themselves, here is a thread on our UH student forum. If you don't trust me ask any of our alumni if the list is true and what they think of the course :) now where is my flogging whip http://3dhit.co.uk/index.php?showtopic=14971&st=0 Also just to add, we are not…
I've had this problem in the past and it is usually because of the reason Mark mentioned, but it's hard to spot the gap sometimes. Try weld it all up, then split a new vert and make that the first knot, then weld up the old gap. I think sometimes Max just gets confused with the end knot position and then fails to extrude.…
You can use the layer displace Z slider in the layer panel. Just make sure you have the right layer selected and you can displace it in the depth axis. Sadly there's no way to just "average" them all out, AFAIK.
ive found mayas duplicate special and subdiv proxy to be somewhat annoying/limited to deal with. for one example, whenever use the sculpt geometry tool extensively with half of my mesh instanced, i usually have to re-attach the center verticies whenever i sculpt near the center which is an annoying part. (so far the only…
What a lovely video you linked to earlier ;) Anyway, can't you get away with using the "Pixel Screen Position" node? It gives you screenspace coordinates. If you try it out you will probably want to invert the vertical axis and probably also compensate for the aspect ratio of your current viewport setup. I've used it…
When you hold ctrl, you will constrain proportions on both axis, this is handy for the free form tool (the one that does everything depending on the handle you use in the orange box it displays around your selection). When you hold shift, it will try to stay snapped in the sense that, holding shift and dragging the scale…
Spherical? Do you mean circular? Remember, world machine works only in the z axis so you can't make a terrain shaped like a football. However, if you need to make a terrain that looks like a circular island then this is achievable by masking a perlin generator with a layer shape.
Thanks for the comment. I went lazy on it and just mirrored all 3 axis and didn't do the twist at the end later. I know it would make more sense to first model the basic wrench and then add the detail, but I wanted to try to get something just out of a cube, haha. Anyway, this is the reference (for what it's worth):…