Is this possible? It gets tiresome entering uv settings for a bitmap in other required ones. In bLender, there is a uv mapping node that saves time on this issue. All uv mapping tweaking updates on all the required bitmaps. 3DSmax needs something like this.
Requirements: I would prefer the model to resemble this kind of artstyle. https://brontothunder.artstation.com/projects/2exPyWe can decide on a payment via e-mail.Email: Connor90123@Outlook.com
OK guys, I need some help. There is an older mod for quake 3 called TrueCombat. I am, upon request, adding new weapon models and doing a general graphical update for the mod. I am running into some issues though pertaining to animation. I need to find a way to transfer the animation sequence from the view .md3 to the new…
I'm not sure if this would count as spam or not, but seeing how it's just a free limited time promotion I don't think it is. Anyway, green man gaming is running a promotion with CVG and 2K in which one simply has to vote for their favorite games in the golden joystick awards. People who vote are allowed to choose between a…
when I alt+click drag my gizmo to duplicate a mesh - it will remove the material from the object. Only does it on 2 or 3 meshes that I have imported along with about 7 others - all using the same material. Also, I noticed that UDK is removing the .FBX from the static mesh name. Is it auto creating an instance or something?…
My name is Hudson Guilmette, I have been working in the 3D space for around 5 years and this is my first post to Polycount! I modeled a a cozy room based on mid-century modern furniture and style. I Modeled in everything in Maya, textured in Substance, and rendered in Unreal.
I have a high res version of a character and the client wants LOD's made of it after the fact that its been uv'd and textured. Is it possible to create a lower resolution version of the model without having to re UV and re texture the model? I've tried deleting non UV edges of the high res to cut down the polycount, but im…
Yeah @Eric Chadwick it seems to be a white on white issue, which does look pretty cool tbh. I've run into all sorts of really bad to really neat stuff this month playing around wayyy too much with shaders, cause idk wtf i am doing but its been working out, i probably should eventually read up on all the sites explaining…
Thank you for taking the time to respond, but just to clarify, I’m not asking how to use Maya’s “Parent Constraint.” I’m pointing out that the feature itself is fundamentally not a real parent constraint, and that’s the core issue. the problem in the link you shared can indeed be solved by a "copy transform" (by blender…