Yeah no problem. The UVs were a bit hard to figure out. First I noticed that some faces were transparent (or inverted) in Marmoset which is strange because there was no alpha applied. Next I started looking at the model in Modo and all the faces normals seemed to be pointing outward correctly, I ran Senecas's cleanup…
You can also use the ordinary transformations that you would use in the 3D viewport. So to align some verts along the U or V axis, just type 'sx0<Enter>' or 'sy0<Enter>'. Then you can continue to move the verts wherever you want them. You can also use proportional editing, sculpting tools, and all the rest of your ordinary…
Ended up doing a combo of both of the above responses. Using a default scene didn't work; for some reason the cameras were always set to the default even though I'd edited them in the saved scene. I don't think usersetup.mel runs when you open a scene, just when you load Maya, so I created a default scene with a script…
I'm assuming you're assigning the model to bones incorrectly... if you can do it for one side, it's the same process for the other. This is what I do: 1. In the outline menu, click the object icon and drag it to the skeleton/base model object. (in example, cube to crystal_maiden_model.dmx) When a menu pops up, select "With…
Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint + a few subtle Photoshop touches . A workflow I abandoned around 2008. Zbrush forces you to make art decisions , to evaluate your every touch carefully . Super inconvenient micro…
Hi all, So I've been wanting to know the best way to optimize texel size for characters. My goal is to create a realistic game character and I have an issue here where on Unwrap, the texel size across the face looks clean except for around the nose area. I've tried two things seperately: Smoothing and Soft selection. With…
The easiest way is to move the assets from your old package to a new package. Sure, this might take a little time ... but it is the best way. Just select your assets --> right click --> move or rename. Type the new package name into the first field and you should be good to go. If the package does not exists UDK will make…
If I understand you correctly, this is pretty easy with script. The code below works on a viewport selection not on a Layer Explorer selection. It just clones all the object then puts them in new layers. A built in way would be to merge the max file into itself and turn off "Match Layers", but that option isn't doing…
2cat is right, you need to loop the selection. However, you can apply a single modifier (instance) to multiple objects, but I don't think that's his intention. I've gotten in the habit of not using $ when making tools for others. Instead I always operate on the selection. To fix your code, just use a variable to adjust the…