Just out of interest when I import a mesh in to max from zbrush and convert to edit poly, then export back to zbrush, the point order changes. 'BUT' if I leave it as editable mesh and add an edit poly on the stack, then the point order does not change. perhaps this will work for mudbox too.
Hi there, This unwrap would not pass asset QA. Not just for reasons of texture waste but also because the parts themselves aren't quite cleanly unwrapped : you have symmetrical elements that are not symmetrical UV-wise (in other words : the "pelts" are not symmetrically laid following their center line). This may seem…
ya closest thing maya has is the "offset edge loop tool", but it creates loops on both sides of a selected loop, dosnt edit them unless you got this tool in your history stack and can edit it's offset value. it;s a cool tool for dropping support edges, but not so great for editing them.
BAH! After several driver re-installs, rollbacks, updates and setting changes, I've realized that the preview I'm talking about only occurs on Editable Poly, not Edit Poly. Ridiculous in the same way that only Edit Poly has the Inset function. Some days I just feel like destroying computers.
Hello there. You can lock the image. press 5 to go into item mode, then press the image so that it is selected, go to edit in the top menu, and press "lock selected" Or select the image (item mode) and press J. Just remember to unlock it in the edit menu. if you want to move/edit it.
I previously didn't see that you where in bone edit mode, yea things get dodgy quick with that turned on, especially with more then one bone linked to the one your editing. works fine in a straight chain... except it doesn't like undoing anything done in bone edit mode. =/
Hey this is pretty neat! I came out alright though I had to edit some parts to follow the color and race I selected minor side edits new ears. I didn't edit/touch the west-indian(?) image/version that asian one came out cool.
EDIT: Fixed problem, can't delete post. It was caused by some hidden polygons that Maya sometimes likes to create when you bridge faces (inside that shoe) -.- Original post; Title pretty much says it all, I imported all the bits of my character and I can subdivide all of the objects normally except the body. Mudbox just…
Hey all, I use these scripts to toggle subobject modes in Max. If no EditableP/EditP is selected atm, it goes there, unless some mods are selected (in this example, Symmetry). ( fn goToBottom= ( local obj = selection[1] if obj != undefined then ( if subobjectLevel == undefined then Max Modify Mode if…
Here is my detailed report. I made a box, unwrapped it, collapsed it, then made a copy. I edited the copy to test out angles and general curiosity of something slightly more detailed. I then unwrapped the High Poly. The UVW's were all messed up except for the basics from the Low Poly. After a lot of breaking and stitching…