No This is Complete effect added by me by using volume select mesh verticies affecting Push.. As i said it is not rendered, it is not textured and nothing so it looks like a mud....the water speed is quite fast in real but i don't know why that thing happened.. .. :).. thank you for comment....
I think I understand what you're trying to do... Select the items you don't want to cast shadows, right click and choose object properties, then turn off "Cast Shadows"? If that doesn't work I didn't understand what you're trying to do =P
Enable snap to grid (the snap menu button in the texture editer), then either enable snapping or hold ctrl to toggle it on. You could also enter in the coordinates manually, so if you had verts that were close to the border, you could select them and enter 0 or 1
Hey quick tip that'll help you out. Hold down the S key while you have a static mesh selected in the browser and left click in the world. It'll place your mesh on the ground and holding ALT+S will orient it to the face of whatever you click on.
I don't think that's a single face, I can show you the wireframe. Edit: Normals don't seem to be flipped, else these selected faces would show up in a darker red, from what I know. It looks the same on both sides. Wireframe view on the side:
Tired of wasting time with complicated UI behavior? Maybe this video can help you with a few things I learned using Blender from the past years. This is 5 tips for selecting objects and meshes in Blender 2.79 that will speed up your pipeline. https://youtu.be/9aVIFwvSQHY
No. Its on the spline mesh. Select the node where you create the spline mesh components, and enable it on that. Like this: If that still won't do it, I'm sorry but yeah this isn't working with spline meshes. In that case, I'm not sure how you should approach this, because this is the standard way otherwise.
I'd imagine step 1 would be to email the studio you want an internship at and ask them. Be aware that they might say no - many studios will not take interns on at all and those that do will be very selective about it. The main reason for this is the cost (financial and time) involved in taking care of them
With BC7 the quality is almost as good as the uncompressed texture, provided you have the hardware and have accounted for codec times. BC7 essentially replaces 1-5 and can select modes based on the channel data so 'which map in which channel' isn't as big a deal in packing.
Max does have it through edit poly and other modifiers which could be applied on several objects at ones. For Blender there was an add on that could attach/then detach back selected objects after exiting edit mode. Had its limitations although and I didn't touch it for a while