That's hwo you do it. What's the problem? If you wanted to keep UV's in 0-1 space but tile texture within the space, that's easy, this video shwos how: https://www.google.com/search?client=firefox-b-1-d&q=maya+show+tiled+texture#kpvalbx=_0bHLXvDTD_-kytMP8d6X8Ao29
Hey thx for the quick reply. Sadly this was not the issue they are in the right order, but my result, also isnt as crazy as yours. I am sure it is an absolute beginner problem :smiley: Here is a DB link to the file: https://www.dropbox.com/s/sm2mzllkaxfboun/TorusSplash.hipnc?dl=0 i hope the link works...
If all the UV's are within the same 0-1 space and are part of the same area, then when you import into painter just make sure the meshes you want to be the same UV have the same material in maya/max. UV sets are determined by the materials assigned in the external programs I believe.
Obviously not even close to workplane but you can select a face then hold shift and press the numpad to change view and align view to that face and then do some operations from that aligned view, including making primitives. gif if it helps: https://www.dropbox.com/s/gr9hgyunm2ueih5/view%20align.gif?dl=0
The screenshots are really convincing! Grass is a little too even in height and it could use a bit of color variety. Trees, rocks, backdrop, all look great! As for the video, the cuts are a little too frequent and shots go by way too fast. I want to see :< Also no title at the end?? :0
I wasn't able to usee ablaod.de :s images were not uploaded but I found another site. I tweaked the exposure part of the post process Min exposure: 0 Min exposure: 0.5 Min exposure: 1 Windows with translucent shading model, look better but really dark...
The animation looks great! Nice job! :D Something seems to strike me as odd when the "tail" hits it's lowest point though. I think the tail simply sinks a bit too low, but that's just my take on it. 0-1 sec or 20-21 sec for the best view.
in simplest terms, the function abs(n) will return the absolute value of a number "n". this value is determined by that numbers distance from 0 along a number line. so for example: abs(23) would return 23. abs(-92) would return 92. and now you can do abs!
Here's me demonstrating the same thing happening in Maya https://www.dropbox.com/s/niv2geptee4jfso/2017-08-24_21-35-28.mp4?dl=0 Forgive me trying to dock the UV toolkit panel, seems to be a bug. Transformations -> Components are a hierarchical thing that exist in most 3D software.
http://wiki.polycount.com/wiki/Category:Topology http://wiki.polycount.com/wiki/BodyTopology This is decent but it's using tube-arm method which isn't really ideal: http://fc00.deviantart.net/fs70/i/2011/034/0/9/male_body_topology_by_iceblazer17-d38qkxj.jpg Basically you'll just want loops around muscle groups.