This project is slow going but I'm only spending a few hours a week on it. After working on post-bake texture prep, I've entered the first phase of texturing: Everything is still very work in progress-y.
Try selecting the polygons that are not the supporting edge and use the planar button. Just flop between X Y Z and undo 2/3 that won't work. Because right now the area looks a lil wonky.
Scale your UVs by 1 X and .5 Y, and move them into the 0-1 area. Then in your export settings, set your UV map resolution to 512x1024 and they will be stretched out again in the output file.
He has a point - its a main feature of the site, or it use to be. "Polycount".. y' know, models. If he's busy get a regular who's not to take care of it and work with him while they do it. Simple fix, really.
Well my biggest problem with the blendshapes I create in Maya: once in Unity the hole object translates up in the Y axis while playing the deformation which is very annoying. Did anyone already experienced that?
I tried the space traveller once at a show, but after a few minutes it became clear that the spacemouse had much better ergonomics. For me, it felt much better suited to long term workstation use. -Y
You could activate "Angle Snap Toggle" and set it to 90° or use a maxscript command rotate $ (angleaxis 10 [1,0,0]) rotates current selection ($) 10° around x axis (1,0,0) ~ (x,y,z)
It didnt take TOO long to load, but Im not really a fan of any flash sites or sites that require me to upgrade and or install a new version of x,y, or z every 3 months just to view it.
Jeffro, Whats up man Youngblood here , Man it looks awesome. I gotta get my hands on a copy and check this out. Congrats on the shipped title and work. Talk to you later. Chris Y
Every time I switch between Y and Z as the up axis in the world coordinate system, the viewport gets all wonky and doesnt rotate around the 0,0,0 coordinate like its supposed to. How do you correct this?