Something evil with grids and selections. Evil useless photoshop features be damned!!! CTRL-H hides it, but if I make some selection and ctrl-h again it pops back up.
For some reason, its like the brush is inverted, its acting as if i've selected Zsub, but even when selecting Zsub, it acts the exact same. Seems to do the same for claybuildup too??
Anyone know of a script (or other method) to convert a uv face selection into its border edges, like can be done in edit/editable poly via shift-clicking on the edge icon?
When using a tablet it's so ridiculously easy to move an object by accident when trying to select it. This script makes sure you're always using the select object tool instead of move,rotate,scale. It's the same as pressing Q. But automates it everytime you make a selection.
Would your tessellation method happen to be set to Standard Fit instead of General? Are you selecting your curves in order from one side to the other? (selecting out of order will disrupt lofting) How does lofting behave with only two or three curves selected?
In the polygon tab there should be Reduce > Merge > Unify? If not you can select one poly by clicking on it (that'll select both overlapping polygons) then hit the down arrow key to deselect the last selected polygon, leaving you with just one, which you can delete.
It's all the time, my idea was having the selection type to toggle between box/ lasso but whenever the mouse is over an object it will change to paint selection instead. Something like how modo works on it's selection. Max's default feels a little bit 'stiff' compare to modo :\
Is this what you need (select all objects and run)?: $objs = `ls -sl -fl`; for ($obj in $objs) { select $obj; ConvertSelectionToFaces; $buff = `ls -sl -fl`; polyProjection -ch 1 -type Planar -ibd on -kir -md b $buff; } select $objs; TextureViewWindow;
The awesome thing is u do not need to select any renderer. Just rename ur meshes according, select them, Textools automatically figures them out due to naming, select bevel shader and click bake and wait for the render in your UV image window.