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Re: rejecting self destructive input
Reply by
TomDunne
·
Dec 2009
·
Home
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General Discussion
I go with "no." That's a pretty solid conversation ender. If they ask why not, I follow up with "I don't want to." Problem solved!
Re: [MAYA] NDM PHOENIX - Non-Destructive Modifiers and Tools for Maya
Reply by
throttlekitty
·
Feb 2017
·
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Technical Talk
Oh, we get an announcement if we solve the puzzle? fookin checkmate mate, pay up! "People awaits exciting news"
2 results
Re: Problem with target welding vertices - 3dsMax
Reply by
Mant1k0re
·
Oct 2015
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Technical Talk
Have you tried applying an edit poly modifier? Sometimes when Max is really acting buggy it solves the issue for me.
Re: Problem with crydev forum
Reply by
_Kratos_
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Feb 2014
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General Discussion
Hey Brygelsmack, I did try a few minutes ago, and it worked....thanks a lot for your help here! Problem solved ;)
Re: [UE4] Forest development - Suggest, Help, Critique
Reply by
AXEL
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Jul 2016
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3D Art Showcase & Critiques
@Tetranome Thank you! I did play with these settings however didnt notice any difference. However the problem is now solved :)
Re: Triumph Daytona 675 Motorcycle
Reply by
petdenez
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Oct 2013
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3D Art Showcase & Critiques
EDIT: I tweaked the render and I think I somewhat solved the issue, let me know what you think:
Re: Dota 2 worldspace issue
Reply by
Moonlight604
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May 2013
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Dota 2
Problem solved. The issue had to do with the using the 2012 .fbx format. I've switched to using 2009 .fbx and it fixed the issue.
Re: Normal map glitch Maya to Max
Reply by
ZelenHimihal
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Aug 2018
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Technical Talk
Its export bug.Obj worked like a charm, but icant solve the .fbx issue. Thank you to everyone who tried to help.
Re: 3DSMax Render to Texture - Problem
Reply by
Kollaator
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Nov 2014
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Technical Talk
Haaa! Seems like my UV's were derping around. Problem solved, for now. Thank you Tigerheart for help tho.
Re: High Poly Bake/Envelope Problem Maya 2013
Reply by
Froya
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May 2013
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Technical Talk
Ok thank you for your time i have solved this by merging it with another object and now it works fine, thank you!
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