Just found my old "Lump Lands" folder and it is probably among my favorite projects to work on graphically. It was a platform game for PS Vita developed over a 8 week school project. Too bad the time was short and no one really wanted to work on it at the time (me included) since everyone was scrambling to get internship…
Hey Mateusz, if I understand your issue correctly: there is a functionality called "Tweak Mode" which lets you MMB move components without any need for manipulators/switching modes, etc. It can be enabled from the tool settings of from the modeling toolkit. Left mouse button instantly selects and moves what is below the…
Maya is awesome but the modelling functionality is a bit frustrating. Ive used max for 6 years and you can achieve anything you could in max in maya except its going to require writing some scripts, setting up some hotkeys and even then.. well you cant cycle through sub object selections like you can in max. for example…
I'm not sure exactly how this will affect your hair, but you can try select your hair meshes arranged on head, and under Modifier list choose Edit normals. Click on "[+] Edit normals" and then on "-- Normal". Select all (ctrl + a) and try using three methods: 1) Press "reset" button and check how it looks in UE4 2) Press…
This brings up an interesting point to me. When the third party organizations are getting this amount of control and power over the workshop, they can essentially 'filter out' the artists they want to see succeed or not, and you can very easily see favoritism (if not from valve) in their selections. There is absolutely…
I just did this the other day for a wood texture. Here's one method: http://wiki.polycount.com/wiki/ValueCorrection I needed to preserve the existing contrast, so I couldn't use High Pass like that tutorial. So I went into Quick Mask mode, and used the Gradient tool to make a selection that fades in towards the too-bright…
Hey miauu, if using those somehow it run both of the codes, so after bridge it then connect it and that's not what I really want; is either bridge (on open edges) or connect (on closed edges). Is it possible to achieve that? I did try to use array and compare both of these two;edgeSel = $.modifiers[#Edit_poly].GetSelection…
…as opposed to collapsing to the average distance? I can't simply remove the loop since that will also delete the UVs. The best way I found was to use Swiftloop to slide it over manually to the corresponding loop then 'weld all' on selected verts. Works well enough but was wondering if there was a faster 1-2 click…
Hello @Joaole , Could you provide us with some more information? Firstly, Does it crashes in any scene? or just the one you are working on? * You can test this by going to our library>Scenes> and select the 'Bake Widget' Try baking this scene and let us know if it still crashes. If it's crashing just with the scene you are…
Howdy! Support team here! Hmmm, chances are that you just copied them in your DCC and they are still the same object with same UVs and same material, so even though they are in separate BGs, that’s an expected behavior. The idea here is to select both wheels and unwrap them together as one. After that, go on with your…