Has anyone ever seen something like this before? This mesh looks fine when I open it up, but as soon as I remove a single edge-loop or vertex, the mesh self destructs =/ and no matter how many times I undo, the mesh never returns to it's original state. I have tried auto-smoothing the mesh, but it still doesn't fix the…
Hello there; I've been working with Blender and Unity for a while and discovered the awkward snag regarding instances; the importer makes every imported object a unique instance. Since I'm also using Blender as a level editor, you can see where this might be a bit of a problem... I've written a quick AssetPostprocessor to…
I have a mesh of a large environment that is divided into numerous submeshes. I try combining these into a single mesh in Maya using Mesh>Combine and then deleting history. However, when I export the mesh to unity (either as fbx or obj) the submeshes remain. How can I get a single mesh?
Hey Guys, So I'm new to the forum and I've got probably a silly/dumb question that I'm hoping can be answered. I have blocked out a small Air Conditioner in Maya with multiple meshes and not as a contiguous mesh and intend to bring all the meshes into Zbrush and add tons of detail to it. Obviously they will come in as…
I was wondering if anyone knew of a Maya script/technique for duplicating a plane along points on a CV curve/spline. I know there is a way but I haven't messed around with it enough to figure one out... besides writing a .mel script or the old school way of creating an animation sweep and freezing it. I've just been…
True, it isn't productive at all. However, employers should be held to a much higher standard of conduct compared to employees. Me saying they should block and move on isn't burning bridges. Paying far below the minimum wage and disallowing posting of the work in the artist's portfolio means there isn't any bridge to burn;…
Hello polycounters! :) I have spend quite a while working on this one and I finally feel comfortable enough to show it off to 'the big league'. I'm a level designer by trade and I started doing 3D modeling about 7 months ago - originally because I wanted to complement my skillset with environment art, but I always had…
Ah, okay, so I did the first step with modifying the properties and it definitely is faster than going to each piece and rotating them individually. Lesson learned: make sure pivots are set in stone at the modular blockout stage, because changing them later causes your static meshes to change position inside the map. (feel…
That ^^ is all true... However.. When going from max to anything else via fbx you stand a much higher chance of getting quads if you add a turn to poly modifier, snapshot the object and export the snapshot rather than the original. It also makes it less likely that normals will change etc. You also have to untick preserve…
Hi! While working on my recent project, I begin to wonder, does "clean" topology matters at all if it's a low-poly asset that uses normal maps? For example: This small stone pillar - I just exported decimated mesh from zbrush and cleaned it up to avoid extreme triangles and other artefacts. In the end it turned out even…