This should work. Some untested code: cmds.select(cmds.polyListComponentConversion(tuv = True)) Then transform 'uv' to U=1,V=0, then transform the inverse selection to U=0,V=0. I've stored various things into vertex colors and UVs. On my previous project I stored transforms for morph targets on a static mesh. So there ways…
neither texture size nor polyocunt is usually the bottleneck but drawcalls and overdraw(fillrate-bound gpu) ! here are a couple of good rules of thumbs: -use as few materials as possible ! -use atlas maps to get many small items together in one texture/material/shader -batch a lot of small objects together on run time to…
Rigging continues to be the bane of my existence. My beetle is teeny tiny in game, about the size of an actual beetle funnily enough. I'm pretty sure it's because I'm a moron and forgot to freeze transforms and delete history before I attached the mesh to my rig. I'm not sure how to fix it without losing my painted skin…
2. The default is P. You can either select the edges (or multiple sets of edges, it'll create a poly for each) or if you select some vertices in order and it'll create a polygon on those verts. 3. Not sure what you mean... move the vertices/polygons to 0,0,0 (there isn't a hotkey but in the basic tab on the right, Center…
Yep, it snaps the object by its pivot so if your pivot it way off... Also sometimes you need to toggle the look down axis to get it right. Since reset Xform also reorients your pivot point to the world it can actually do more to screw up pathdeform(WSM). If you need to reset transforms try resetting Transforms and Scale in…
Combining or parenting? Combining will make one mesh, parenting will make one mesh selection based off the selection of the parent while still maintaining the ability to select the meshes within the parent group without having to separate. If you select them all together with the last selection becoming the parent and hit…
I enjoyed this movie for the most part, at leas it was way better than T3 and way better than Transformers. not a great movie, but then after t3 i knew this wasn't going to be anything good. Wait did I just say I thought it sucked. LOL Better than t3 and transformers, that's my story and I'm sticking to it! How can I say…
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The Depiction Engine is a Free and Open Source asset that adds multiple features to Unity. * 64 Bit Transforms(Think solar system sized scenes) * Geo Coordinate Transforms * Procedural Planet Framework * Support for GIS data such as Elevation or OSMBuildings * Spherical Terrain * Javascript API for WebGL builds * Much more…
To be perfectly honest I don't understand this wide spread culture settings appreciation at all. Yes, it may look interesting visually if done with a taste and certain visual transformation . Sometimes fresh and appealing. Well , until you have to spend some time in a country of origin where you can witness this culture…