@SeveredScion i took a quick watch but I'd need to go through the steps myself in order to possibly pick up on any mistakes that may have been made. I might be able to do that in a couple days but there is a few quick thoughts might be worth considering: * the bad elbow deformation can be fixed with more careful skinning.…
I'm not sure what you mean by "number of lines", can you clarify? I noticed a script called "djRivet.mel" that has some similar features that you want to do. Might want to check that out for examples. This script: string $verts[] = `ls -sl`; print $verts; Returns: "pCube1.vtx[0:7]". Adding -fl to the ls command will…
Something you can also do to check if the mesh is flipped on X axis or not would be to get the bounds of the mesh compared to the pivot. I disagree with perna in this case because the pivot has already been reset to [0,0,0], so we can safely assume you want the symmetry to be flipped around the 0 world position on the X…
I'm currently using Maya LT which I think is a dumbed down version of 2016. You might give these scripts a try: I've been used to older versions of Maya where when you pressed W it reset the axis constraints on the move tool. In later versions of Maya it does not do this which got in the way of my work flow. MoveTool;…
I still don't quite get it. I understand about polygon budget and all and the main reason most people say the fewer polygons/vertices used the better is because of the computer having to link less vertices up to make the model. What I am mainly focusing on is the shader. From what I know, the vertex shader calculates how…
Added some filler props recycled from my prev. minienv. I'm still not convinced i'm doing everything right with reflections.. the glossiness channel gamma seems to match between substance and unity (but i'm not 100% sure) , but what's worrying is how bright is the spec color equivalent to metalness = 0 (checking channels…
I got you buddy :smile: Select any number of face vertices, the first being that which you want to copy from. Run the MEL script below. This will copy the normal direction from the first face vertex to all other selected. Code is commented so you can see what I'm doing to get there. Hope this works for you :) //Enables…
Hi Zodd It would be nice to see your new texture maps. From what I can see your maps are using flat colours and havn't enough variation. You need to add some noise to them. Find an image of noise for the material you are creating and layer this over your texture. Below is an example from a quick google image search of what…
Try switching into an orthographic side view and projecting from there (use the numpad, press 3 for sideview or shift 3 for the opposite side, 5 for ortho/persp) press 'u' to unwrap and select 'project from view'. I believe you mentioned you wanted planar projections before, that'd be an easy way to do it. You can pin the…