one way to do it is to use is Surfaces>Extrude * make a nurbs circle Create>Nurbs Primitives> Circle * align the circle to the start of the curve * select both the curve and choose Surfaces>Extrude from the modeling menu * now you should have a tube. Select the tube and under Extrude set the Rotation of the extrude to a…
Somehow it worked once only. No matter what I do it's no longer working :( Some of the conditions I'm respecting: 1. Ensure each sub-material has an Image Texture node. 2. Ensure both Image Texture nodes point to the same image file. Assuming you want all colours into one file. 3. Ensure both Image Texture nodes remain…
Perna's got some good advice. 1. I try to avoid loops as much as possible and take advantage of the 3ds Max Mapped Function. This keeps your scripts speedy and shorter. The following will produce an instanced Symmetry modifier, which I tend to find handy. If you didn't want it instanced you'd need a for/do loop. I also…
So this might be completely wrong, but are you duplicating the normal from the other arm? If so have you moved the duplicated arm over 1 UV unit? *EDIT* Also to create a cage within maya just duplicate your LP mesh, then select all vertices, change the movement from object to normal then expand them out so they encompass…
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…