hey pior thanks for sharing that, i ll try to take a look at that book you mention. As for concepting I think that yes, starting with 2d is maybe the best choice. But frankly that is also depending of the person and how comfortable he feels with the xyz software. I like starting on paper, then scan, photoshop "fix" the…
What if you want more vertices in the Landscape? Higher resolution relative to your characters. The only way I could find to do this is to set the XYZ scales to smaller numbers. I haven't tested the collision yet though.
Ark: Im taking a shot at it now. I have the XYZ projection and Axis based falloffs worked out i just need to glue it all together. No promises yet but it doesnt seem all that complex.
ah ok this is some great stuff guys...but in all honesty I forgot to mention the real reason my shader was giving that error was asside from a herp derp node connection...I had shader model 2 enabled instead of 3. I was hitting the limit captain! and I didnt even know it! and talon you where correct I had a Split Command…
it´s not that i can´t change the text of a label(and the property is caption). The problem is, that i have to click on a button to update the value, but i want it to change if i select an object, change it for example. this "for obj in selection do" what happens if i run the script and nothing is selected? My problem is,…
Here's a few things I do to get around that problem: 1. Select camera > Goto Hierarchy panel > Link Info panel > check all the locks on Move XYZ, Rotate XYZ. 2. Disable the viewport with the camera in it. Hit 'D' on keyboard. 3. In the camera viewport hit P to switch it to perspective (dont worry its still the same view as…
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…
I'm not exactly sure what you're trying to do, but it sounds like the bevel tool will do what you need? * Set the upper parameter to 0.0 and adjust the lower "outline" to scale the polys without moving them away from the surface. * Set the lower parameter to 0.0 and adjust the upper "height" to move them away or into the…
The UVs are just a representation of the geometry coordinates in 3D space(XYZ=UVW) so the geometry faces don't have a 'physical' connection to the UV faces. Flipping a geo face will not flip its 'twin' UV face. In Max there is a feature called 'select inverted faces'. I don't know the equivalent in Maya. Perhaps a Maya…