Hi, I am looking for script, which would allow me to extract faces to new object (separate on) WITHOUT splitting/detaching those faces into multiple objects, just keep it as one. Then, ideally, keep those extracted faces in the same outliner group and selected (selected only in order to combine if they would be still split…
maya user trying to convert to max and having some questions. . . is Metalbump9 able to display 2 sided mode? if so, where can i set this? -also, for example, when i am in face selection mode and i'm selecting faces on one side then rotating the object to select faces on another side - i end up unselecting the faces in the…
Hi! i have a question, maybe is stupid (or newbe) but i can't figure out by myself, when you use the tool to hinge inside edit poly at face level on 3dmax it creates triangles on the join, my question is, there is a easy way to do that hinge without have any triangle? i tried to use angle snap and extrude face but since…
Dear All, I would like to create a texture for lower poly model. I have a struggle with painting faces, because when I paint it paints at the vertexes, and when it does it paint all the faces connected to that vertexes in ever directions. For example I have a telescope with extruded rings, and I would like to make the tube…
Is there a possibility to check the Vert/Tri/Face count of multiple selected objects? and not just 1? i have been looking and just cant find it whatsoever.
I've turned on backface culling in maya and tried reversing the normals on the faces with issues, but nothing is working. Everytime i export to unity my model is always missing faces.
While a person's face has to be somehwat like a human to resemble a human, the idea that this particular face is not realistic I find completely absurd. The face is 100% in the "normal" range, let alone taking into account unusually shaped heads or style.