real quick, when I want to detach, or select a group of faces from an object to detach, it always props the- clone to object- clone to element- dialog box. Is there a way to detach to object, a "quick detach" if you will, with out that stupid thing popping up all the time?
The Single object is broke, the reason why your render takes forever with multi object is because it uses only one processor per object. But if you change your renderer to Rasterizer then that ends up forcing multiple processor evaluations because the order of operations is different.
In fact i make a copy of objects and reset xform them. But then the resulting normals are wrong on an original not reset object. So i should maybe do smthing about it. Normals are dependent of the object transforms, and basically you should always reset before editing them.
As a side note I've only done this with templates/basic designed objects in Unreal thus far and am still learning in school thus far, so do bare that in mind before you comment here.
So Im ready to export a scene into UDK. Built it out in Maya, but Im having trouble triangulating everything. I select all objects in my scene, select Triangulate and only one or two objects get triangulated. Instead of going and selecting each object individually (which would take forever), is there a quick way to change…
Your final triangle count for the low poly car body element, tells me that this object may be targeted toward VR output or perhaps a smart mobile form factor? Anyway assuming if indeed the case, then high-flow baking strategy as much detail down is what I'd recommend. However notable artifacts here are actually related to…
Certainly, textures size should be set on a per case basis, and factors like the size, complexity, importance of item and viewing distance need to be taken into consideration. The previous example of a character's face that will be seen up close in a cinematic is a good example (as long as the texture density isn't…
Cool, glad to hear it. Another way to manage scale if you have some objects that need to be scaled but not others (scale differences coming from different apps, for example), is to place the objects you want to scale in a group and then scale the group, so you have a single object to modify rather than many.
hmmm Google ??? anyway: Link1 Video Tutorial: [ame=" https://www.youtube.com/watch?v=oln5uNOu3U0"]Link2[/ame] You can look in google by max object explode, blender object explode, maya object explode. or even make an real explosive xD google is amazing and your best friend :P
Cheeseontoast, how many parts is this basket made of? I'm thinking the top and bottom ring are the same object twice, the walls around the basket's another object, and there probably is another one for the bottom of it (and ofc the bread and cloth, etc). But I can't not wonder if you somehow did it with just 1 object for…