Hi I am a max user learning maya. In Max I can explode my UV's to UV-islands based on smoothing groups. How do I do this in maya? I am using maya 2017 where is the function for exploding/separating uv's based on hard/soft edge? Cheers, thanks for the time.
I've noticed that the boolean modifier has been changed since 2016. Is it correct that in order to ie. carve out a cylinder from a box in 2017, we have to select the box now first and then add the cylinder after and select subtract? I realize that i can drag the order around, but it just seem weird compared to 2016.
Beware the fans on MSI laptops seem to die early deaths. I have a MSI, the GT62VR Dominator-087 15.6" i7-6700HQ GTX 1070. It's a great box, but three years old now and the fans are dead. Have to use external cooling. Otherwise a decent 3d laptop.
Just noticed that there's a GGJ post. Well, here's the game that my team and I made. Hope you like it and feel free to crash the servers so that I can tell the server guy how bad he is at his job xD http://globalgamejam.org/2017/games/nanowaves
Update: Just gave the 30 day trial of maya 2016 (not lt) a whirl and the snapping issue is non existent. Will contact Autodesk about it.Update2: Noticed lt 2017 was out, after a semi confusing chat on how to upgrade 16 to it, got it installed, and snapping is back to working as it should.
So, no Maya 2017 for now. Instead, we get Extension 2. What's new list already available in Maya docs: http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9EB2C812-0755-422A-B472-FB4BD6ACC4E2 If I'm not mistaken the "solid bevel" is present: :o
Finally finished these studies. I also decided to try making a load of material spheres and a short tutorial on rendering armour and understanding light/shadows over on my blog. If you're interested you can find it here: http://samsantala.blogspot.fi/2017/03/armour-studies-material-spheres.html
Either do as throttlekitty suggests and create a group, or you can change your Rotate Tool settings to have similar effect: https://www.dropbox.com/s/vv0sbe8c0nrzd3t/2017-08-22_22-08-50.mp4?dl=0 You can edit your pivot during this too.
I get several hits https://duckduckgo.com/?q=3DS+Max+Zoom+Wacom&ia=web Have you read this result? https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-CCD2C70B-52B4-4BF0-A5C0-74ECC591ACDD-htm.html
Hello! Im trying to learn xnormal. I made normal map in max 2017 scanline render and in xnormal. I think map from max looks slightly better. What Im doing wrong? What is max -> xnormal workflow? Maybe I miss something... This is normal? This artifacts on flat surface?