Just to add to that, here's some more notes I made in a separate text file that aren't sorted, and probably isn't as helpful, but maybe you'll still find them useful: elements = shells For move/rotate/scale hold W/E/R and lmb to bring up the manipulators marking menu if part of a mesh is deleted via edges the resulting geo…
I was wondering whenever i try bake my maps is there anyway to bake a tagent based normal and an object based normal at the same time using transfer maps? or do i have to go through baking object by object as tangent then re go through every object after changing maya from open gl or direct x if thats even possible?
Hello, i am new to using mudbox and i am using it just for texture painting. In maya i selected various objects and exported it as one obj. Then i import it in mudbox but when i started painting, i am painting all the objects at the same time...I know of the lock function but it's troublesome to lock every object. How do i…
Can someone here tell me why does Mudbox imported object always look faceted when imported back in Max ? Object in Mudbox Object imported in Max from Mudbox Is there a way to have my Max imported object look a little less faceted ? i know Zbrush doesn't do that. You can import your stuff back in clean with no flaws. Thanks…
Hello Mr. Deathstick Thank you for your reply, 1. my basic knowledge about helper : as I read about helper, it's defined as mirror object, which connecting between control curve to animated object which has different orientation pivot to prevent any issue when animate the object (in my case bones) It seems poin helper as…
For the most part max-people seem to stick to skinning the face mesh to various objects. If you're end goal is a realtime engine then you typically use bones or dummy objects (that get converted over to bones). Technically you can skin any object to another object so you can use splines but those typically aren't…
I wrote a script that can apply texel scale to a set of objects or calculated from 1 object. http://boards.polycount.net/showthread.php?t=60553 http://www.renderhjs.net/textools/ the part I mean in particular is: You basicly pick a object with the pick button and it will fill out the pixel size in squares and the…
some questions if you dont mind: do you have at least max9 or higher? - perhaps you have max8 and you tried functions that are not available for example from texTools ?. if you worked with TexTools on a modifier level try to delete that modifier and see if the garbage stilll remains. The way I wrote most of the texTool…
Great start and great choice of project! * Lock in your cameras and lighting before doing more prop work. * Than work from biggest objects (on-screen size) to smallest. It will save you a ton of time polishing assets that will never get seen that close. I'm sure you've got some good ref but here's more just in case:…
Depends of your object : it's an important object ? Does it need several different diffuse ? Show it, you can't decide what to do without determining what is the purpose of the object (quest object or just a decoration ?). In your case, I guess the best optimized case would be the 256 UV overlapped + the lightmap like your…