d = apply 1 level of subdivision ctrl+d apply 1 level of subdivision with options tab = preview subdivision (default 2 levels, increased by + on numpad, or via properties > subdivision) shift+tab = preview Catmull-Clark subdivision (default 2 levels; influenced by # of subdivisions specified in properties under…
I think I found what's wrong but as I'm not a Blender expert I can't explain you why it doesn't work. You are using Blender with the Blender Render and you have the "Use shader nodes to render the material" checked, this prevents you from painting, if you uncheck it, and you'll be able to paint again. Blender Render seems…
By default gloss/roughness maps load into TB2 in linear space. To make sure, hit the options button next to the texture, sRGB should not be checked. To change it to gamma space, check the sRGB box. Also, by default TB2 expects gloss maps to use white to define gloss areas and black to define rough areas. If your roughness…
Yeah it's completely possible to simply stick with the the defaults. The issue is that quite a few people actually recommend sticking to the almighty defaults, which is simply awful advice :) Blender is no different than any other program - it's just a matter of understanding the way it works and how things are organized,…
The one biggest thing that saved me a shat load of time and headaches is mayas Skin -> Edit Smooth Skin --> Copy skin weights. Just select a default item and then your item and hit that. Make sure it's set to "Closest point on surface" that seemed to work the best. It also works for getting skinning from your LOD0 to your…
I think HitmonInfinity is right... So as a test, I made a cube and deleted all the default UVs. I mapped 5 faces onto map1, the default UV set. I create a new UV set and then map the last face into this new UV set. I select the UVs of the lone face in the new UV set and then copy it to map1. I switch back to Map1 and it…
Option to reverse z-sorting in selection. A LONG time ago, somewhere pre-Max 4, the default z-sorting for overlapping selections went from front to back and cycled very logically between any overlaps. Somewhere around 4.2 or 5, something in that behavior changed and it's been a pain ever since trying to click-select…
Yeah thanks for making it possible without graphite tools ! For those who wonder: macroScript QuadConnectcategory:"BTK Scripts"Tooltip:"QuadConnect"ButtonText:"QuadConnect"( if (selection.count == 1 and classOf selection[1].baseobject == Editable_Poly) then ( local curObj = $.baseobject case subobjectlevel of (…
It's best to scrub the scale handle in a few times to get them close. Merge vertices (by default) will always merge if only two verts are selected. The default merge tolerance is too high for my tastes, so echoing what BARDLER says. Smooth mesh preview will let you know pretty quick if there's any issues in your topology,…
Mop what you are looking to make is a toggle behavior. I noticed in the past you had messed around with maxscript. The only idea I can think of is see if you can for example set the default axis to x if crtl is pressed then the axis is y if alt is pressed then the axis is z else set default axis to x I don't know how to…