Now to wonder how much monies he made from A to B, A being Oh my god closing... DONATE NOW B being Oh I think I can hold up more in fact Rinse and repeat.
I am trying to merge two Maya scenes in-place. Where I import scene A into scene B and it will move items from scene A into the correct hierarchy position in scene B. Other than name-space shenanigans, what is the best way to go about this in Python? Or is there a script already that does this?
I need normals of border vertices on object A to match normals of vertices in same coordinates of object B, basically to fix the seam without affecting object B. Tried noors normal thief and it does almost that, except there is still a small split that prevents smooth shading. Interestingly enough is that in-house tool…
What you need to do is: Raycast to hook point. Using that transform/vector3 as your center Use that radius to do an arch from point A to B on the circle you created to define the arch. start your motion along the arch from A to B.
Dig it B) I'm jealous, got some eye-candy HS modeling there and also looks as if there'll be no probs once baked down, getting really nice LODs off of all those big rounded bevels. Edit: Ah forgot too ask if you'd done any work on CoD i.e for Inifinity Ward, Treyarch or Sledgehammer Games etc?
Good eye @NomadSoul2501 I think i need to do a bit more explaining now, lol I did start this proj off with out putting thought into it and being like yeah! lets create a sweet env. But I've been putting some thought into it recently and i really want to go back to what got me into CG in the first place. Level design. I…
So animating an object with object space is pretty much the same as is with tanget space (leaving out the shader complexity ofcourse). Wonder why this misconception is so widespread (must be like the "triangles screw everythign up in zbrush" issue lagging on), people must have just heard about it and never actually tried…
Hi! Anyone know script for 3ds max that will pick object B -> move to pivot object A -> run another script to render animation to spritesheet -> change object B to object C ->run another script to render to spritesheet - > repeat with D,E... ?
CrazyBump. ^^ Roughness is driven from either R or G or B channels of the Albedo maps. (Usually R and G give better result over B but it really depends on the Albedo itself). I adjust the normal map strength in engine until I'm happy with it.
Wow, this looks craaaaaaaazy good! Totally following this!!! :smile: I can't choose a pillar myself either because I love them all. I would like to see both B or D with indents like E/F or H for B.