About polygon count I have: 2554 faces, 5110 triangles for the body(jumper, trousers and shoes); 748 faces (1496 tris) for the hands; 3726 faces (7410 tris) for the face
I need help to get rid of the extrude function on the move gizmo in Maya. Every time I move an object, I accidentally click on “extrude” and end of extruding faces when I don’t mean too! It’s been driving me crazy.. wondering if there is a way to get rid of this on the move gizmo?
When i'm trying to select a set of faces in the Ortographic view, and i somehow manage to select only those faces that points to camera. Faces that point vertical are not selecting and i can select them only in perspective view. I already tried to uncheck "based on camera" feature in settings.
I've made this work before but for some reason it isn't working now. I created my own character blue print. Blue arrow is facing correctly. Camera is facing correctly. Yet when I launch game I start facing the opposite way. Any ideas what this could be causing this?
Hi, I have encountered this problem before. It is a pretty easy fix. Open Maya and turn on the display face normals. Display>Polygons>Face Normals. This will show you the direction the faces are pointing and you will see that the faces not showing up in ZBrush have their faces pointing toward the inside of your model and…
Heya guys, Can somebody help me out? I need to make a cube with the same normal map details repeated for every face. I sculpted one face of the cube in Zbrush and stack all the cube faces on top of each other in the Unwrap. I tried baking with Xnormal using a cage but it doesn't work. I can't get any detail to show up, I…
Hi. I need a script for Max. I use 2010. I need to select a face by number input. Ideally iw would look like this. Right click Go down quad menu to SelectFaceByNumber Put 1647 into a box. hit OK then that face would be selected in Max sub-object face selection. For right now I think that would work. Dual use of vert and…
Is there a way to be able to move a ring or faces towards a centre point while maintaining the scale of the faces selected? I want the thickness of the ring to be the same when moving in and out.
I just want to know what kind of techniques people use when modeling a helmet with a visible face such as: Do you model the face first then Build around?