I would disagree here. As much as I love UE4, I find Blueprints to be much more difficult than C#/Unity Script. I'm not anywhere close to being a decent programmer and so I love the idea of a visual system. However, whenever I try to do something in Blueprints, I find myself wishing I had access to high level text…
What exactly do you miss from Maya? Personally, coming from Max to Maya, I found a lot of Maya's UV tools quite clunky (although others are good) :) You should try out this workflow (ideal for characters & organic meshes anyway): * Planar map all polys of the object, just to get rid of any seams. * Select edges in the…
Followed the tutorial, worked fine for myself, I get what you're trying to do now. So the modifier stack is just a way to replicate FWN without using an external script - you want to do it this way for sake of non destructive. You're using highpoly and lowpoly in regards not for normal map baking but rather lowpoly to…
Loop stuff I don't fully get Not sure exactly what you mean by "support edge loops" but I guess its some split loop or loop shift thing- I get stuff easier with pictures. If its very specific but you do it all the time, maybe take the time to either write a script or ask people here in the tech talk section to either do it…
i wrote a script some years back... http://www.scriptspot.com/3ds-max/scripts/powerswitcher-enanced-viewport-switching-release answered on cgsociety too
There are quite a few scripts out there that help you create reference planes. http://www.scriptspot.com/3ds-max/scripts/create-reference-planes-from-a-psd