wow, thanks for the fast responces. Uh, somehow i got the suggestion that Poop made work. Is there a way to get rid of mat IDs? So i can use that number again to organize my selections better? I think i had some mess ups when trying to use 1 and 2. If i can clear those to try and get things right, it would make it easier…
Cooked this sign up really fast, and by fast I mean like 2 minutes in mudbox... The sign itself is a box I subdivided to match the contours of the high poly mesh I did in mudbox. Now assuming you're using 3Dmax, I then did a UVW Map->Planar, along Y, and hit Fit. That gave me a planer UV projection of the front and back…
Hi, 3dsmax does not apply materials directly to face. IF you apply material to subobject selection, internally (and perhaps unclearly and unhelpfully) 3dsmax creates a 'multi-sub' material and manipulates the ids and material assignment of your mesh so that you see the material you have applied on the faces you have…
Alright, here's the update. I think I'm ready to call this done and work on something new. - I simplified the cloak so that the low resolution doesn't read as much. - I made a morph target to fix the crazy eyes - I worked on the bang alpha. (FWIW I have 3 bang pieces A, B, and C. And to get them to alpha sort correctly in…
took a look at your texture flats again, and it seems some of the brick wall is repeating in the texture flat, which is essential wasted space, you should re-work that area of the flat to make it all unique. your going to be fighting obvious tiling on a larger mod scene enough when all your texture space contains unique…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…
You may just use theBitmap = selection[1].material.diffusemap --or for batching, stuff like : sel = selection as array for obj in sel do ( theBitmap = obj.material.diffusemap -- ) as your bitmap file is already loaded. Maxscript help says to avoid getpixels for every pixel and use it per row, but else code is working for…
You can alter the properties of any polygon operation after applying it. The concept of "History" in Maya is quite similar in some ways to the modifier stack in Max. So to edit the "thickness" (local translate Z) of an extrude after applying it: With the object selected open the channel box and under the "Inputs" heading…
Lazy Save v1.4 is up now :pleased: Here's the change log. -Created a fallback in the case that my website goes down and the user still has internet connection The checks now do ->see if online, if online check to see if it can load 1px image from my website. If they can, load online page, else load offline page -Settings…
I'm not positive this is what you want, but there's an old thread on here that saved my bacon when I was recently trying to UV a bunch of poly strips. 1) In the UV Texture Editor, Polygons > Unitize will make all selected UV faces fit the UV space. So a bunch of squares stacked on top of each other. 2) Select all the edges…