Well, yeah it can lead to problems but there are workarounds. If I recall correctly you should unwrap half the model, apply the symmetry modifier, now if you put another UVW unwrap modifier you'll notice all UVs are duplicated on top of each other. Just select half the model's UVs and move them out of the texture area,…
Hi, I haven't used blender in a while but you can try this. do you have 2 meshes 1 hi and 1 low poly? or just 1 mesh with sub-d modifier on it? If you have 2 try putting them on different layers then right click on the hi poly and hold shift and click on the low poly layer to view both then hold shift and click on the low…
Nice man. I will say that instead of using $ , you should use local Obj = selection[1] or whatever you want to call Obj. This is because of how max handles instances. If you consciously or unconsciously have an object + an instance of that object selected, the modifier additions can get multiplied when added. Or if not…
Hey guys! I've been playing around recently with the leaked Android 4.2 camera app, and especially the photosphere feature, and I thought it could be pretty cool to use it to fairly quickly create cubemaps from locations for use in games (Especially for model presentation, I've been mainly playing around with it in…
Unfortunately I've run into 3 different bugs that prevent morphs working from Max. It can be any of these issues. 1. FBX (from Max) doesn't support morph animation in Animation Takes (ie Clips). The Game Exporter uses takes, so the workaround is to export manually through the file menu instead. Change the Exporter to the…
edit2: I tested and you can accomplish that using Snap Align Object(s) to Component + the method I described originally. edit: I just realized my idea wasn't exactly what you meant. You might want to take a look at the bonus tools anyway, i haven't used these in align menu but maybe they can help There may be a more…
Maybe it's just because of my Lightwave roots, but Modo just seems like a completely natural way to work for me. Max and other programs I've tried always seem to introduce a sort of weird distance between the user and the thing they're trying to create, whereas Modo seems a lot more tactile in how the tools respond.…
Yep. Keep in mind that the modifiers higher in the stack are dependant on things lower in the stack, especially when it comes to edits made to faces and verts and edges. ProBooleans have internal operations that can change the topology and reorder the vert index table trying to create the best geometry possible. Even just…
I wouldn't say your doing it wrong. It's a step in the right direction but i would advise starting over. This should help a little i think. Anyone else feel free to crit the forms but i think there right. After you got the lowpoly block out you can easily add more detail since the poly flow is relatively good. Also, are…
I love the idea of this, I just don't understand the intricacies and implications of the licensing. For example, if I use the substances in unity for a game, do I have to credit each individual author somewhere? If I use (smart) materials in substance painter do I have to credit the authors wherever I show and or use the…