I'm working on a project that uses Z axis so all the objects are facing X+ axis. I know I can change the mirror axis of each object, but how do I save it so it doesn't reset the next time I load ZPR? Or may be there's a way to change Zbrush's default mirro axis from X to Z?
When you create IMM Brushes, I seem to lose the UVW map on the Insert Mesh object. So for example I create a Meshinsert curve brush with an objects mesh that has UVW's. Then when I try to do Mask from Alpha for instance on the inserted Object/Brush the object does not seem to have any UVW's anymore.
Hello all, I would like to know if it is possible to combine objects that are overlapping each other instantly? Or is the only way to combine objects for 3d gaming is by welding their vertices/edges together? Also, when I try to do the latter, I am unable to weld parts of an object with another. I can only interact one…
Hello. We know that there are objects in far distances which are low poly, those are called LOD objects and will be replaced with a high poly object (or original object) when camera goes near them. The question is should I create them in 3DS Max or let Unity3D automatically generate them (is it even possible)? EDIT: This…
I am having an issue with maya that when my persp camera is placed near an object it cannot select that object and instead selects an object behind it. It works however if there are no other objects behind it. This is a problem though when working on small detail meshes. The problem is resolved when I enable camera based…
Try it using the object space version of the same modifier. The main difference between the world-space version of Camera Map and the object-space version is that, when you move the camera or the object using the object-space version, the object becomes visible, because the UVW coordinates are fixed to the object's local…
I mean something like speed tree etc. With "cards" rotating to camera vector? Do they have to be separate objects , gazilion of them really ? Can it work in sub-object level with groups of such rotating "cards" be one object ?
Well I hope they get rid of the bug where I can't select an object in the object list, or where I can't select an object and that object is also hidden...
Hi, does anyone know how the heck I can make an object attach to another object's vertex and rotate according to the normal vertex, using Maxscript and/or Script controller? I've found this script that attach one object to the vertex of another, but only follows its position. I need it to align to the normal of the vertex…