Ok so i am using Maya 2016 and i made a object space normal map but i cant seem to get the same result when i export the mesh into a texturing software such as Substance Designer .Is there a way to export the normal map and get the same results.Below are some pictures of what i mean
Hi. As you well know the best and easiest way to create relative animation is save and load animation and setting " relative - replace" in load window. This works well and clean but if your object is linked to another one it will not work. I need a simple script that do this to selected keys of a controller ( like…
I really don't know the term for this so I'll do my best to explain what I'm trying to do: Basically, I need to make that oval plane be a sort of x-ray vision, but only for 1 object, which is the one it deforms on.
Hey folks, I put a biped rig on one of my models but the model is accessory heavy. How can i rig my model and add the objects in but keep them from deforming? I have not got farther than rigging my models; I am now onto posing them. Can anyone answer my simple problem?
Im in the middle of texturing my character under 3dsMax, when just figured that my whole unwrapped mesh wont fit in a single window. So i load up a Multisub-object, break down my mesh in 3, assign an Id to each pieces. How am i going to texture my character, if it doesn't fit in the texture area ?
Does anyone know of a plugin or script that makes the alt+q isolation mode not terrible? I want something light weight I can rapidly flick on and off without max forcing me out of sub-object mode and re framing my view. Basically it should work just like 'hide unselected' but with the ability to toggle.
I am using Marmoset, but when I dont have object space checked on there is a seam where UV sharing is applied. is this because of the render or the way tangent works? thanks!