thanks certain things i agree with and also have been trying to figure out some things in html script which i am a noob to. Resume and Cover letter will be up soon just havent had a chance to get to it. thanks for the feed back ill take it in to consideration.
Just wrote my very first MEL script, its super simple and I basically just stitched together a few commands but I would probably go insane unwrapping all this hair without it :D Also: Sneak peak of the redesign of Amelie, our main character :)
You don't think I'd make a gladiator game without the audience launching random weapons and items into the arena sometimes, right? (Especially now that item picking up & dropping is in the game) So I wrote a little "launcher" script! Making great progress the last few days
duplicate, subdivide and delete history only on the new object. i actually dont mind this but that is because i actually use the extra geo for writing vertex colour information too since i calculate my curvature with a maya script that writes the date into hte hp's vertex colour.
In this case, mirroring is just copying the half of the mesh that is uvmaped to the other side. Basically like applying a symmetry to the mesh. Plus, you always have to offset the uvs to the side on the mirrored parts or else you will have overlaped uvs and it will cause issues when baking. :) For reals. this script is…
Looks good to me, i assume there is not bottom ? anyway your uv islands need to correspond to the smoothing groups, so for more complex objects i'd suggest you unwrap first and just use a script, uv islands to smoothing groups. I added some more tips.
It seems you have to change the pivot point of the object and then when you've made the vert selection enter parent co-ordinate system and use transform co-ordinate center. Massively convoluted way of doing it the maya way sounds way easier, there's probably even a script for it somewhere.
check out Ninja_UV.. it makes mapping much faster and easier you can get it on Creative Crash http://www.creativecrash.com/maya/marketplace/scripts-plugins/texturing/c/ninja-uv--2 [ame=" http://www.youtube.com/watch?v=iWEurSMMJi0"]Ninja_UV (Mapping Tools) - YouTube[/ame]
Lots of heavily scripted gameplay, quick time events, derivative shooter sequels, hardly any ip's; I really wasn't thrilled with this press conference, especially as a read of the current industry. All the AAA footage they showed would have been better off properly produced in a movie.
Thanks Arcanox, the axis constraint did the trick. Still seems like a lot of work dragging the first vertex to the 2nd vertex you want to align to, especially if there are lots of verts involved. I dunno if they have a Max script that makes this more efficient but I guess this will do for now :/