Comments and Crits Welcome on all posts. The inspiration for this project began after returning from GDC ‘08. While there I was given expert instruction on my art and style, and told by many that: while the industry does focus on photo real environments, I would benefit from adding some whimsical and painterly pieces as…
Hi guy, Im trying to mirror a subtool across (what was in maya) the world axis. My problem is that the pivot of my objects is wrong and want to change it to what will be the center of the object as a whole. I imported only half the model from maya which is probably the reason my mirror point is wrong. Any help would be…
Is there a reason "Duplicate Special" set to instance wouldn't work? You can set how many instances, and how much each is rotated around a specified pivot point (which you could snap to the center vert of your watch face, etc.) Here's an example:
Thanks :) Everything was done in Max so far. If you are working with cylindrical shape then play around with Bend modifier (or Path Deform) and use Array (or shift+rotate if your pivot is at the centre) to duplicate and rotate your shapes. Other apps should have similar functions.
Remember kids - bone is a just a wood. A bone in a 3d package is not the same as a bone in body. A better description would be deformer - you are using one object to take the place of several layers of bone muscle and sinew. The two most important factors are pivot placemnts and topology.
as you pointed out, one problem will be that they are separate (big!) planes with one pivot. this feature is usually meant for objects with their base in a smaller radius (think grass patch or single tree). the x-trees are supposed to be the far far backdrop of the scene, so you would not see if/how they are aligned :)
Okay one major problem still exists: If I use the decimation master on one of the subtools, then the subtool's position (I think scale too) is not the same anymore. It does not fit to the rest of the model. How can this be avoided? EDIT: Seems to be the set pivot option, not the decimation master at all..
Reset xform on both objects and set affect pivot and center to objects on both of them. Also the object that you are path deforming to the spline may end up not being long enough. Use a symmetry modifier and duoble the length. After path deform delete extra polygons. Win.
found out a bit of the problem. If i would make a simple plain in unity, and use the vertex color. It acctually works. But using my island (which is Uv:ed) is forcing me to move my island to where the pensel works :S. The Pivot is centered, history and transform is fixed. hmmf.
Are you exporting the mesh as it is in the screen shot i.e half the model? To be sure you get full radial symmetry i'd mirror/weld the half you have and centre the pivot, export it into zbrush, sculpt radially then import it back into max and then just delete the half you don't want.