In theory there is a tool to change the scale relative between islands when packaging in the UV editor. But I can not get it working, using groups or not. * "For example, say you group some clusters, and then select a polygon belonging to one of the clusters and set Rescale Priority to 0.5. Then you apply Pack Together or…
Well, consider this piece of geometry that could be a piece of armor of some sort. Suppose I want to slide the selected vertexes at same time along their edges. Note how the model is offset from the world origin and the vertexes are asymmetrical in relation to the entire model, providing a non-trivial example. Selecting…
Select your object, then go to Display>>Custom Polygon Display (option box) Make sure that "Color in Shaded Display" is checked. This will make vertex color show up in the viewport instead of diffuse color. Setup your lights, select your object then go to Edit Polygons>>Colors>>Prelight. I've never used anything but Maya…
Yeah, Edit_Poly and Mesh Modifier stuff is stupid. I also hate having to deal with Edit Poly and Edit Mesh types in scripts, but I do sometimes, and othertimes I just tell the user they need to use Edit Poly. I just came up with this, I think this is what you want Edit: ( local theMesh = selection[1] if selection.count ==…
From what I see, like blankslate said, it appears to be an issue with the normals prior to exporting into the engine. In Maya, if you select your object and go to Display > Polygons > Face normals you will see green lines indicating the direction of the normals for those faces. The normals should be pointing directly up,…
Well I made a new topic for this extension as the other one was partially from an old idea and I can keep this a bit cleaner So, Here again is another Photoshop Extension for CS6/CC+(tested on 14 and 15 so far) I introduce Lazy Save. Lazy Save is another way to save out images from Photoshop quicker than having to deal…
i have 2 ids on a multi-sub material for my character model (one id for the head and one for the body)..when i select the first channel (for the body) in texporter options and "pick object", its selects most of the uvs on the grid but there are a couple peices missing. there is another problem as well.. when i select the…
Problems: The new Plane Primitive in Mudbox 2013 has different uvs now. before there was no padding on the Uvs. I wonder if this is a bug or intentionally made this way. It could pose a big problem for baking tilable textures or textures in general. Im wondering if anybody is running into this. Somewhere along the way it…
I've got some problems in maya ever since I got a new pc. They're driving me crazy. My symptoms: -Vert snapping is hella slow. If the scene's heavy, it takes 30sec-1min to respond. I'm having to curve snap everything. -Face and edge selection is buggy. Sometimes it behaves like camera based selection is on. (When it's…
Hey Everyone! I am happy to announce my 4 Channel Detail Normal Map shader for Marmoset Toolbag 3 has been released! You can find the link to the shader on Gumroad here https://gumroad.com/l/marmoset_detailnormal . The downloadable zip contains ashader extension allowing for up to 4 detail normal textures masked with a…