Here's how I got it to work: Double click the "color value" swatch to pull up the color history window Expand the color palettes window (at the bottom) Expand the "Default" drop down menu and select "new" Save a new blank palette Select a color in the top left using the ring, spectrum, image or blend Select a blank tile in…
Like the others said, don't use Maya Software to render. It's pretty cruddy. If your goal is for this to be a game asset, then Unreal Engine 4 is a free option for displaying your work and will allow you to practice using a very widely used game engine. If you have a few bucks you can spend, Marmoset Toolbag is a great…
That's weird, because those shells seem to display incorrect shading on 1/2 of their width. You said that normals are ok and there are no overlaps. I don't know maybe check those thongs: - turn backface culling on object properties and see if whole mesh is displaying correctly. - in UV window select faces and from top drop…
Codex Make sure that you've softened the edges under the Normals tab Normals>SoftenEdge. You need to have the edges selected for it to work. If that doesn't help your seems then first try selecting the entire mesh, combine and then select all of the verts and do a merge with a value of around .001 and try softening edges…
:) ok, I'll try again: Say I select a bunch of verts which all have different coordinates in the z-axis. I want to move these verts so they are in a straight line at 10cm on the z-axis. If I type in 10cm in the Z axis type-in box, it won't move each vert to 10cm on the z-axis, it will take the selection/pivot centre. So…
The snap only works in vertex mode. But you can select all the vertices of a cluster (or activate the select element) and move an entire cluster an snap with one of its vertices. You have to select the move tool and not the freeform. I've never used the grid precisely, most of the time i enter the coordinates manually/use…
You can unwrap a single element and copy/paste identical topology elements with the edit uvws dialogue This will stack the uvs all on top of one another in uv space,so you can select all islands and pack them. Or select elements in the viewport and use 'pack together'. Or when you know a mesh will be made of multiple…
Here's a bit of a hacky way to do it. Select your merged hair object, copy uvs to a new set (createUVs>Copy to new UV set). In the UV window make sure you have the second set of UVs selected for the object. Now still in the uv window hit layout, with the options set to non overlapping and "flip reversed" unchecked. Now go…
Wow can't wait to try this technique later tonight when I get home. Thanks for sharing I suppose it's relevant to share a method I use for getting PBR color maps Instead of inverting and soft light try this use magic wand or select color on the areas that have shadow play with fuzziness until you get a selection that…
Thanks a lot for your response! I had looked on scriptspot but had failed to find those two! Unfortunately I could not get any of them to work. The Key Bip Control looks exactly like what I am after, but it can only set the TCB values while one bip object is selected. If there are two or more selected it complains with a…