sorry if this is a sort of re post I searched did not find what I was looking for. Anyways, I have a plane that I have modeled in to a 64 unit wide by 256 piece and I wanted to use the bend modifier at -90 to make it a 90 degree bend that would snap to the grid (grid is 16 units) and the sides would just not line up, no…
started working on the textures, at the moment a lot of it is quite basic, but the materials for the most part are set up and ready for the damage/wear
I'm currently setting up a custom UI for ZBrush on my second laptop. Using one of the preset layouts, I cannot seem to be able to get rid of this "BrushMod" tool. Ctrl + Alt and dragging does absolutely nothing to it. Does anybody know how to get rid of this option?
Is it possible to hide at the element level? I'm rigging a character that has lots of different elements in the same mesh so it's uber hard to skin paint. Thanks!
Refraction sorting works best when the any element inside or behind the refractive element is split into a separate mesh/object. If the inside bits are part of the same object as the transparent element, try splitting them into unique objects and reexporting.
Update to version 1.20 Changelog: - When SNAP is ON and the sub-object element is selected(for example a polygon) Align Work Plane to Selection will align the work plane to the selected sub-object element if there is no valid SNAP coordiantes. If valid SNAP coordinates are avaolable(the snap marker is over sub-object…
So you want each element in the UV of a single mesh to be randomly positioned? For that you would need to collect the UV verts for each UV element, generate a random XY offset value for each element, and then apply that to said elements UV verts using the SetVertexPosition function (though I was never able to get that…
Seperating the elements into new Objects? I have two tools in my toolbar, one will take your selection and make them all into 1 EditablePoly Mesh, and another Element to Object, will break the elements into their own named objects with their pivots centered.