I don't know of any default option to transfer the specific setting (and transferring them all would probably end up making half the brushes useless), but it would be very simple to create a user interface button that sets the value so that you at least wont have to dive into several pallets. Just throw the button wherever…
Well, first make sure to work with a proper full linear workflow (RAW output). Your materials are off. The best thing you can do in order to get decent result is to create a simple scene with one neutral environment, one or two area light, a ball, and start from there. Spend time on texture creation is crucial; actually…
I kindof see them as a blessing and a curse. On one hand, it is pretty damn great that Maya has the option (well, the 3 options actually) without the need for any third party script ; but on the other hand, the fact that it is enabled by default and without warning is a pretty terrible idea. Many users are not even aware…
Japhir: Max 2008 - sorry. TheSplash: Heh, I planned out some of what I was going to say before recording each video, usually I'm not very good at explaining things :( We do have a variable for enabling dual quaternion skinning in ETQW (it's off by default, I think), I haven't really considered weighting anything…
and if max crashes you can usually find an autoback file in the default max directory eg 3dsmax\autoback\autoback_01.max. You can set the frequency they are saved in the preferences. I have autoback's saved every 5 mins and have around 15 of them (they save sequentially). I learnt the hard way that Maya has no default…
That's the default behavior, I'm afraid. You can do what pxgeek suggested or try if Polydraw > Branches gives you something useful. Might be quicker to create, but requires cleanup (you could extract on of the loops per branch or try if you can modify it to save the temporal splines it creates).
Well done on finishing your figure to this stage. You haven't done a lot of characters so starting out it's important to shoot for a generic figure. It's not in your best interest to begin with exotic characterization. Get good at standard generic figures first, this gives you a good base. Its much easier to correct your…
According to NVIDIA guidlines for aritsts: What does it mean ? It is only about starting position (from default pose), or is it about entire animation ? Ie. I can get and long dress (robe), to do not have any intersections on default pose (or even to few frames in), but with more extreme, dynamic animations it seems to be…
Heyo! On my side the First Person Example (UE5.0.1) had Virtual Shadow Maps (Beta) enabled as default Shadow Map Method in the Project Settings and "Build Lighting Only" has no effect. To bake light as I used to, I had to switch the Method to Shadow Maps. When using Virtual Shadow Maps, this helped me to somewhat improve…
Hi, I have this protractor model which has two static mesh parts, one if the main body of it and the other is the thin black string which starts from the center and can rotate around. I have a basic translucent material set to surface forward shading. All other values are default. The string is using a default black opaque…