If the different UV sets you have all share the same name, it should just work. In the same way that if you applied a texture in a Max material and told it to use UV1, it would use the first UV channel of all the meshes you apply the material to. Also, I find it easier to just drag+drop the image from the Images tab…
Ok this is a super long time coming. You plan on doing something and then life slams into you. The effect works perfectly @RN just like I'd hoped. I've got about six layer groups for each direction of the pattern, and I'm applying and doing some extra tone updates after the fact for effect. The effect is being applied to…
Man, links are hard :( Fixed now, good call! One person might be interested in the level artist position. I will post on other forums as well. The more applying the merrier :\ I've also started rigging a cage fight for people applying :thumbup: Nah, seriously the whole aim with the project is to give us people who want to…
Thnx! The Waylon site was especially helpful. Sometimes it seems to be a question of knowing which buttons to push. Speaking of which... I've applied a checker patterned material to my head but it doesn't show up in the viewport. I've "applied the material to selection" and I've checked the "show map in viewport" cube in…
Hello! We're a small award-winning VR studio located in Vancouver, Canada. We're looking to have the below 2 animals rigged and animated: Flying fish Wing opening Torso + tail wiggling Fins flapping Reference: https://www.youtube.com/watch?v=bk7McNUjWgw&t=14s Goose Wing flapping (multiple joints needed so the wings don't…
The script I have made inverts the vertex color per vert on an EditableMesh object using Meshop's. (ex:This is the meat and potatoes of the script.)for i=1 to myObj.numVerts do ( my_color = getVertColor myObj i newVColor = color (255 - my_color.r) (255 - my_color.g) (255 - my_color.b) meshop.setVertColor myObj V_Channel i…
d = apply 1 level of subdivision ctrl+d apply 1 level of subdivision with options tab = preview subdivision (default 2 levels, increased by + on numpad, or via properties > subdivision) shift+tab = preview Catmull-Clark subdivision (default 2 levels; influenced by # of subdivisions specified in properties under…
You need to "apply" the noise to the mesh, simply having it active is like a preview only. However, once you apply the noise you will probably notice a new problem — the noise made a mess of your mesh or just looks odd. You need pretty high resolution geometry for the noise to work well, and if it's being applied at a high…
In 304 we changed how the material preview function works a bit. The main difference is that when you click the preview material button, it will apply the maps directly to the material that is applied to your mesh, rather than create a new material and apply it to your mesh like it did in 303. This change was necessary for…
DDO should adjust the roughness curve when exporting, but not before, as there's no method by which it is capable of achieving this - e.g. no adjustment layers exist in the channels that would apply any curves. DDO materials will be identical from install to install unless users adjust them after applying them. Using a…