awesome tools, thanks for sharing! I'm having problems getting the "transform" button in the UI to work though. When I click it, it gives me the transform box but I can't actually manipulate any of the points. I can use my regular transform hotkey though so I guess its fine... but I need to close the nDo UI first and then…
unless u r only transforming one component at a time... "transform component" only aligns to 1 axis predictably. ( and is creating history every time u use it. ) orientation for multi selection pipeline: from a selection of components ( a face row loop fer example ) whose axis is obviously "not aligned"... press a make…
Hey all, having a bit of a UV crisis. Here's a quick rundown of what I've done: The character I'm working on is going to be riding a bike. After finishing the high-poly, and low-poly, I did a test bake along with a quick unwrap. Came out fine. Rigged him to get him into a riding position so I could build the bike. Then…
Hi folks, Here's my issue, I'm creating some foliage for a particular environment and drawing upon a variety of techniques i've discovered after a bit of deep research. The way i've approached this is by simple creating the trunk and majority of the large branches together, then produced several high poly branch sets with…
I am trying to transfer vertex color from a low poly mesh to a higher poly mesh in 3ds max and can't seem to figure out how to do it. My searching has pointed me to using a projection modifier so I add a projection modifier to my higher poly mesh pick the lower poly mesh that has the vertex color on it as my reference…
I also wonder it too. I use 2k mostly and 4k as a rare exception. Mostly in form of long stripes 4kx512. Never worked for FPS although. A material when exported from Substance Painter always needs /2 down-scaling to be pixel to pixel efficient in my experience. Due to working not in snap to pixel integer values but rather…
If you are taking about monster's 1) , of course you can do a "transform to zero" to restore the transform on each individual object you previously had selected "Freeze Transform". Simply use the ALT-RMB quad menu. Another interesting option to completly lock the objects transform to world zero is assigning an empty list…
I am trying to make a nice rubble pile and I have sculpted a bunch of different concrete pieces in zbrush, decimated them, and exported them to Maya. I tried to place the rubble in Maya but the polycount got to high and it was a mess. Questions: Is there an easy way in zbrush to place these concrete pieces I have sculpted?…
Get float2 $size gets the size of the whole document and I need to obtain the size of a decal I drop as a layer over to calculate shift and scale values from "pixel" integer inputs . In Designer I just use "get size" node that measure whatever bitmap you drop there and pass float2 to transform node with parent size . Same…
It would be up to the exporter. I still need to write the docs on this, but the object has the transforms stored along with an ID map to the original object. As of today this works in the Wall Worm VMF/MAP exporter. But it can be adapted to any engine exporter. As soon as I write the docs for this, any developer writing…