haiddasalami: Cheers mate :) I will model them since I would like to do HP as well; can't stand stairs with simple tiling textures. mikezoo: Thanks :) I was thinking of using a mixture of tilable textures and objects with unique UV coordinates. Personally I'm not too worried about the texture resolution, but the repetition…
I got the same problem importing a FBX from Maya... Reason was about Uv set : some of polygons from my object was not attached to the second Uv set I created in Maya... Object was the result of a combine with multiple objects and some with a 2nd Uvs set and some without... ... and it will create the same error in 3dsmax…
it does seem like a high rez texture for something that would appear very small in-game. Really you should be aiming to match the texture to the largest you will see the object. So if the object is only ever going to occupy 128 pixels high on screen, you texture can be around this size. If it's going to be a handheld…
Ok I just tried with a dummy object. First of all, if you've ever deleted history on your object (anyone confirm this?) you won't get a colorPerVertex or createColorSet node as you run the script? I couldn't find any way to get these nodes exposed or recreated on my models, only on a brand new dummy object which I had…
I wasn't sure if he wanted an explode-type effect, or a cross section. For the explode I was thinking modeling everything separate (screws, bolts, etc) and just having things translate apart. For cross-sections, I was thinking booleans would easily offer a lot of control* choosing what gets clipped; peel back part of an…
Do you see any warning or error messages in the script window when this happens? I've noticed that the context menus sometimes don't use long (unique) object names for querying nodeType, so the command to build the menu will fail (in Maya 2008 anyway). You might see a warning saying something like "more than one object…
Not that it'd fix the problem, but if you are just assigning materials to the separate faces of a single object, you could try to extract the faces so that they are all separate objects, then apply the materials to thos objects. Not exactly the best fix, and it could give some funny seams depending on how your mesh is…
Hello, I've been trying to achieve a similar effect to a light being inside in a translucent plastic housing like found on Halloween and Christmas light decorations. I've tried placing omni point lights and emissive objects inside a SSS material object but they only become a light gradient across the object's surface. Has…
I'm trying to get two textures to show up on a single object. I want each to use a unique UV set. One needs to tile and the other needs to wrap around the object. I can get both UV sets to export and show up in our engine, but I can't figure out how to set things up in Maya so I can get 1 texture using 1 UV set and another…
I don't know where else to ask this so I'll try here. So lately I've noticed white objects tend to have the brightest value in any picture. Whether it's at morning or night, a white object's surface will be the most visible. Makes sense right since white is suppose to contain all the colors. So now at the same time, I want…