I am trying to work through this how-to video on the Quixel YouTube - Quixel Mixer Procedural Texturing. In the tutorial, the "Bevel" mask modifier is used very often. In Quixel Mixer 2019.2.2 that modifier only accepts whole number values, so when the author is keying 0.5 values into the bevel modifier, I can only use 0,…
In 3ds Max there is Shell modifier, in Blender there is Solidify modifier, how is it called in Maya and where is it? Here is what I'm talking about: https://www.youtube.com/watch?v=wzrKAU8bFU4
You can bind a shortcut to put an edit'whatever' modifier, or turnto'whatever'. Here's a couple I still use a lot. [ and ] Open and Close Group Ctrl [ and ] Group and Ungroup Ctrl F3 to toggle flatshade in viewport Alt M - Mirror Modifier Alt N - Noise Modifier Alt B - Bend Modifier I should also set some up for Bridge,…
use this (if your UV needs to be checked if its active)if classof (modPanel.getCurrentObject()) == Unwrap_UVW then( another more generic way (checking if there is any UVunwrap modifier inbetween or ontop or bottom:if (selection[1].modifiers[ #unwrap_uvw ] != undefined) then( and for the UV class instance then:local uv =…
Thanks friend! I don't really know what you're talking about, but I will do my best to duplicate your instructions. However, now in the modifier menu it shows up as having "boolean" as modifier, even if I haven't done anything to it. When I delete the boolean modifier, it deletes the entire model. Is there a way to undo…
1. Add a UVW Map modifier, and fit it to the whole mesh. 2. Adjust the UV scale until the texture matches the geometry, roughly. 3. Go below the UVW Map modifier and select the building in subobject mode. 4. Go back up the modifier stack, and the building should now be roughly mapped. 5. Add a UVW Unwrap modifier to…
Hi ! I'm learning XSI these days and i got a problem concerning the shortcuts. If I click the Modifiers into : Model/Modify/Polymesh/Bevel (bevel is an example but it's the same for extrude or others) i get a nice little window with options for this modifier. Like that : But whenever i create a shortcut for this operation…
http://youtu.be/UZPJqb7pC-E In the video above the mesh's translation and scale is messed up after adding bones. The issue seems to be the pivot point. In order to have the animations sync spatially w/ the character after import into Unity, their mesh pivot points need to be the same (0,0). The problem is that (in max) any…