Hey, cheers for the help. I don't think that's the problem because everything is pretty much flat. But here's the a file with the selection that I took the original image with. http://dl.dropbox.com/u/21050664/district9Weapon/district9WeaponHelp.max I have this sort of problem over a lot of my model. Thanks again.
A big +1 for using XnView instead of win-explorer to browse images. You can customize many things, like Sort filters, thumbnails info, etc (here my Xnview UI for example). You can even configure a shortcut to send selections in a software (like Photoshop).
Mmh. I'm not sure what you are referring to. We can still paint in bitmaps in the 2D view in Designer 2019. It's never been a very impressive feature, but it's still there. Create a bitmap node -> From New Resource ... and then select the paint brush icon on the left side of the 2D view.
you mean the polydraw panel ? you might accidentally disable it, to enable it again, select freeform tab, right click on the ribbon > Show panel > check polydraw in case you deleted it from ribbon config ( which most likely not ) you can always reset the ribbon to default
Maybe not the perfect example, but... Does anyone if there's an easy way in this new update to unwrap a winding road into a perfectly straight strip? I know you can do this in 3ds max by selecting an edge and hitting "wrap" in the uv modifier and presto. I was hoping Maya can do it as well.
fml. Drinking and learning MAYA + MEL script don't go well together. I just noticed that because I was attempting to run it through the script editor that it was grabbing that as the selected pane. It works just fine when its set up as its own command bound to a hotkey.
Colour ID maps are there for convenience, to allow you to quickly select material types. Re-modelling entire pieces just to get a colour ID mask is counter productive. Just use polypaint in zbrush. Flood fill the polygroups that you can, and hand paint those you can't.
Next thing to do would be to turn on a global material override, and choose the default grey V-ray material. See how this renders. Then if it's still blue, you can turn on some render elements, such as Global Illumination and a Light Select for the HDRI or any other lights you've got.
you have to switch from quaternion to euler curves. it's in one of the biped rollouts when you have a bone selected. it's been a long time since using biped for me but unless they changed how it works i believe you have to do this for every body part separately.
I typically stick with duplicate and invert, recent versions of maya flip the normals for you, though they will appear black until you change selection. Using Mesh>Mirror, set Geometry type to Instance and Object as the axis position, I think the tool was designed for "traditional" symmetrical modeling.