I'm making Arni in Blender (don't be confused by z-brush-like matcap), he's mirrored yet, but I'll aply the modifier later, I want to ask whether the topology is good. I'm asking because there are lots of different topology guides and it's very difficult to decide which to use. Also I would be glad to get a link for…
Hi there, 2 questions from UV Editor in 3d max. 1. Is there (in UV Editor) any tool like 'lattice tool' (as it is in Maya) or FFD modifier (similar when you modify geometry in 3d max)? 2. When you Pack UVs, you can set padding manually, but is there a tool that allows you to set up space according to size of texture (like…
I came across this while looking for a position/rotation noise modifier or script. To put it simply... its pretty much a 'WIN' button... http://www.scriptspot.com/3ds-max/scripts/stone-placement-tools Sorry if this has being posted before, I did a quick search but felt even if it hadn't this deserves a full page post! Just…
Those are in a UVW Unwrap modifier on one of your meshes. Collapse the modifier stack and those go away. It's best to use Collapse To on Unwraps right after using them, because they're dependent on the vertex count coming up the stack. Kind of fragile. If you add/remove verts below it, it will toss away any edits you did.…
The new Bullet integration is for ridged body simulations only (boxes, cars, stuff that doesn't bend). If you want to simulate cloth inside the viewport, you can use the cloth modifier. The user docs for the cloth modifier is way behind, but the controls between Blender 2.4x to 2.66 should be the same.…
Nitrous is pretty much useless for game artists. Better to use DirectX. Triangulation can be many things. What have you tried? Can you show a screenshot? When you collapse the modifier stack, what modifier appears? It should (almost always) be Editable Poly. Collapsing to Editable Mesh can sometimes cause triangulation, if…
Very nice, just bought it. I'm about 2 days into a project and this will get used heavily. Your quad-chamfer modifier has already saved me hours of work, and this will make things go even faster. Will have to spring for the quad-cap modifier at some point as well. You make great plugins and scripts, keep up the good work.
Bmesh system itself is done, but still needs to be integrated into Blender, meaning recoding of mesh tools, rewriting modifiers, adding modifier support for ngons and such. All in all bmesh is not just "Ngons in Blender" but also a cleaner and more flexible base for adding new wonderful mesh tools :) you can keep an eye on…
Do a search for LEAD engine. I think its a modified Unreal 2.0 engine that Ubisoft modified for the SC series. Pretty sure most of its dynamic, although i still think some of it looks baked, like the AO effect they have going.…
That's because you pack each object apart in your loop. You have to share the same unwrap modifier then pack objects together. (max create modesel = selection as arraypadding = 0.004unwrap = Unwrap_UVW () --declare the modifierfor o in sel do addModifier o unwrap --add it to each objectmax modify mode --force…