This kinda works like the older version, if this is what you mean: Add the quad menu item "Add selection to current layer" to the layer explorer quad Switch the current layer to the one you want to add objects to (click on the layer icon so it is blue) select objects to move right-click and select add to layer. You can…
Ok now I cannot tell if it is snapping correctly or if it is making the objects look like they are in the view-port. Because when it does snap correctly on an object that I make, it makes it look un even so I can tell in the view-port that the two objects are right by each other but in a render it is snapped. How do I tell…
Cool, thanks a lot chronic.. I merged in your Y flipper (works in Max at least, haven't tested in Maya). This new version also supports alpha transparency and has a global opacity slider, although that stuff is kinda limited. Note that depth sorting in Max can lead to weird results, ie. transparent objects will completely…
Cheers eric. That was solution 1. I probally diddnt explain myself that great. Just stumbled across a post about the same problem. It was resolved by using object space normals instead of tangent. I think even you suggested that solution. I need to read up about the differences between object space and tangent space. Still…
that 3 mil cube is imported as one object from mudbox. and in maya as far as i experienced it is lot faster to import a solid mesh that is 4 mil rather than a multi-object that equals to 4 mil. also, when u combine multiple object onto one performance increases since it has less transform nodes. btw, keep in mind that…
The real trick to zbrush is to understand how its a painting program at heart. Everything boils down to this, from its the ability to push millions of vertices on outdated hardware to even the names Pixologic and Zbrush. Its design has more in common with Photoshop than it does Blender or Maya, so it really helps to think…
Well it's nice to see we already got some fans among us lol, yikes, maybe this isn't the forums we want to be posting our work in? Maybe www.gameartisans.org is a more friendly and appropriate place. I'm just kiddin' my loyalty hangs with Polycount ;) However, I'd appreciate some professional and calm criticism as we get…
An object is of type bpy.types.Object and it doesn't know what a texture is, so what you really want is: - Go through all objects in the scene (context.scene.objects, it's an iterable) - Go through all materials slots of each object (object.material_slots, also an interable) - If the slot has a valid material (because it…
A test file won't help much, and it happens to many varied models ive used All you will see is a object being at the parents location instead of the exported location, but I can try save something I use FBX for all models I think the issue is sometimes at import of FBX, the transform position is lost and then centered…
My highpolies are multiple objects which I condense into a single lowpoly object via RTT and then apply diffuse, n-map, and all the other relevant maps to the lowpoly. I use the Arch&Design material from Mental Ray, and in General Maps section I use the Reflection Glossiness map. This map is supposed to be greyscale and…