Found a solution - assigned controller in the motion tab instead of path deform modifier and then assigned it to the path - child dummy now follows the parent. :)
I created new scene and added box to default mesh object. Then I created new mesh object and added another box. Now I assigned materials with textures (two different) to first and second box. The first created box shows texture assigned to material. Second box doesn't. Regardless of which material I try to assign. However…
Few weeks ago I finished the first section of the course "3D art pipeline" assignment was still life scene, first project completed in maya using renderman for the output.
Hi guys I read this thread here: http://www.polycount.com/forum/showthread.php?t=65348 and I'm mostly using rick's maxscript, just testing things out. I'd like to assign a material's diffuse to vertex colours, and running this script:modPanel.addModToSelection (VertexPaint ()) ui:on$.modifiers[#VertexPaint].lightingModel =…
Right, but I can't assign all three textures to the model at the same time. I'm working on a view model that uses 3 separate textures. I can assign more than one texture to the model by assigning the textures to the correct faces, but it's very difficult to get at some of the faces on the model, and not accidentally select…
Finally figured it out. As I thought I did need a UV map with a unique name, and assigning it to the bake is different from assigning it to the mesh; I had to select the target Normal texture in the Shading tree, go into Texture Locator under Properties, and assign the UV to the texture there.
I am new to UE5.. Is there a good asset browser that can store meshes (with assigned materials) and materials for later use in othere scenes? I have found Connecter, wich looks very good. but 50 € a month..