That looks fine. Only problem I see is the modifier stack. Many modifiers are dependent on the vertex order staying the same, below them in the stack. So for example if you go to Box and change the # of segments, UVW Unwrap will reset itself. You lose all your work. Better workflow is to collapse the stack into an Editable…
Hello, still alive though time has been running through my fingers. Managed to do some pushes in some different aspects: * Experimented some with a shader in Unity to get a black and white look * Adjusted the model some, though very roughly, mostly mapping to parts of the existing textures. Of course, added skulls and…
miauu's Transfer Edges Poly <-> UVW allows you to transfer(convert) edge selection from editable poly object to edge selection in uvw modifier(uv edges) or to transfer(convert) edges selected in Unwrap UVW modifier(uv edges) to editable poly edges. Poly to UVW transfer works with Editable Poly objects only. UVW to Poly…
So I have been messing with this a bit more. I got it to work by using an OBJ instead of an FBX. I really do not like that solution since Skeletal Meshes have to be FBX. So I kept digging. Apprently something really odd is happening with 3DS Max (2015) for me. If I take my model, export it as an OBJ, bring it back into…
I have an interesting issue.. The conditions are specific so I'll try to be as through as possible. I have an unwrapped mesh with 3 UVW channels collapsed down to an Editable Poly. I stick a UVWunwrap modifier on it, go to edit the UVWs, then collapse it back down to an Editable Poly. I click Hold/yes on the dialogue…
I don't understand. You press B then you drag with left click (yeah, you use left click there... I know.. I know) :poly124: If you press B again it uses another selection mode I never use. Also, you can save whatever default GUI and control options you want by hitting CTRL-D. jrs, last time I used max (4 or 5) there was no…
Nice done polyhertz! how much time did u spend on it? edit: ok i really need to learn how to read, i see.. 3 hours! edit2: johnnyhr, i like your sculpt too, although i'd like to see that u elaborate on that one!
I think you sorta missed what I was getting at. Shortly after it dawned on me the particle object itself is a prefab, and it itself can be opened and edited while selected, So with that work flow you can edit the effect and see the changes in real time. But its sloppy in the sense there's no way to generate a a particle…
@Kruskebunken Cool to see more context, thanks for sharing! Assuming the packed masks values are linear, I would set ORM textures sampler to linear too. Put the assets into Unreal engine: Used Blenders UV-Project modifier to map the texture onto the carved wall while modifying the geometry: Edit - Continued on the…
Well I am certain those who knew that they were assholes got seriously offended. The OP did raise a good point tho (even if it was in a rude manner.) EDIT: It is not wise to be a bigger dick to someone who unintentionally and unknowingly had been a dick here. EDIT2: WHERE :polytwitch: