Note: This picture is very rough, and by no means depicts final quality work. "life" is a working title and may be changed further into development. First and foremost, this is not your typical game project. I don't want to release too much information yet, as I am still working out all the details. As it sits now I am the…
Greetings! I am looking into buying a new drawing tablet for my PC. The old one I used was from Trust and recently stopped working. I am looking into buying a drawing tablet from Wacom. I have been looking at the Wacom Intuos Pro series and is a bit thorn between buying the medium or large one. I've done some calculations…
@justo just like I showed in the video, for full control set AS to 180 and manually mark sharps. Also, I use select by angle all the time in Max. I also got so used to this from modeling in Zbrush with Zmodeler and select flat island. Select linked flat faces is the closest in comparison. Instead of a toggle just assign a…
Hi, Im looking to upgrade my Graphics Card to a - nVidia Geforce GTX 1060 version, either the EVGA GTX 1060 3GB Super Clocked (1607MHz - Base Clock) & (1835MHz - Boost Clock) or the EVGA GTX 1060 6GB Fatory Specs (1506MHz - Base Clock) & (1708MHz - Boost Clock) -So the question is whether its better to have more MHz or…
*Append Poly is your Maya connect. Now that they've got the loop and ring stuff in there you shouldn't need MJ Poly Tools at all. Probably *I'm fairly sure you're stuck with Maya's navigation. You'll get used to it pretty quickly, its not that different. *I haven't used silo, but you can highlight different kinds of…
So I'm looking for a workflow to use on countless terrain meshes that meet up and create seams, show in an idealized/simplified version here: I knew it probably wouldn't work, but I tried anyways: Gives this result, which is indeed removing the seam, but of course creates two new seams that are softer but of course worse…
i = paint select edges (no selecty the back face) u = paint select faces (no selecty the back face) extruding along normal is the same as moving a face on long its local axis. Set the axis of your manipulator to local. On the side panel thing under s t r stuffs. Or if you right click with translation turned on in the…
Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a…
I have been not very interested in Photoshop for a while and now see it got a mesh deform of a sort where you can add vertical or horizontal loops . Once you add a loop it makes its vertexes selected with a small thin frame. Is there any oprtion to not only move/translate those selected vertexes but also rotate those…
Here's how I do it when I can't find my MAX dvd: I've deleted any faces at the top and bottom of the cylinder - Planar map the trunk (try z-axis) - Select an edgeloop along the length of the trunk - In the UV window, click the cut/separate UV button ignore the other buttons and my child-like writing for now - With the…