Giving this a trial over the weeknd. Seems really nice as a painter but it has a few crippling limitations. * You cannot paint on or view a layer mask. * No pen selection tools * Hue/Saturation Filter not having a Colorize option. * Can't lock a layer There may be more but that was a quick test.
If you go under views>viewport configuration>Statistics. You can have it show both poly and tri count and make sure you tick Total+Selection. Don't know how to change the default behavior though on startup, would like to know that one myself
See the image: You can use Loft and twist to change the orientation of the spline. Add as many points as you want and start tweeking. Also, if I remember corectly you can add the same shape in the loft path in desired location and then select this shapes and rotate them. :)
Games like Mafia II and L.A. Noire have a polygon for a window and behind this there is often a selection of products. Behind this there's another poly with a texture on it. I think it's a pretty effective method, much better than just a texture on a poly, looks pretty interesting and can be reused a lot.
If you want to wipe out the vertex colors entirely, goto Tools>Channel Info. Select your object, and look for the "VC" and "Illum" channels in the window that popped up. You can right click those and say "clear." That'll get you back to square one.
The closest think I can think of off the top of my head would be the Component Editor (Window > General Editors > Component Editor). If you select all the vertices of an element/mesh, all the associated joints and their weight values will show up under the Smooth Skins tab.
Is there a way to set up Google Drive so that it backs up selected folders on your computer? Or how do you go about backing up with it? I've been using Mozy but if there's a good way to do it with GDrive I wouldn't mind switching for a lot more space.
Well, when I create terrain in Maya and use soft selection I usually call it sculpting the terrain. Generally it'd say it's when you push and pull things to get the result you want. I don't really get where you're going with this though? :)
...I used your meshes exactly, but created the cage in Maya (Edit Mesh>Transform Component, with vertices selected, until it completely encapsulated the high-poly. Then I softened the cages edges.) And it worked like a charm. And here's the resulting normal map. (Y+) http://i.imgur.com/u6kTNga.jpg
Ah, im not familiar with maya but its pretty straight forward in max or xsi. in max u just set up a skylight and possibly a floor and then render to texture and select lightmap. similar in xsi. im sure someone who uses maya on the board can direct you