I'm struggling with the mirror function in Maya, as I cannot figure out how to do something that was easy in XSI. In XSI I could "mirror symmetrical" and it would mirror the object across the central grid. In Maya the objects are mirrored right next to each other (without the distance) this is what I want to mirror to the…
Hello all! I'm taking my first steps into MEL scripting for work, I've done things in other languages before but new to MEL. I only needed some basic stuff and it seemed as I was testing each line of this code separately, they all work fine, but I run the whole script and it seems to either do things in the wrong order or…
I was wondering if there is a way to bake in Xnormal and convert the tangent basis for 3ds max's renderers? I'm preparing a course for my students on lowres modelling and normal maps baking and I want them to see the power of Xnormal. The problem is that we have to make renders in 3ds max and I'm getting the "black edges…
This is probably so simple and I'm being an idiot but I can't for the life of me UV map a simple chamfered box. This is 3DS Max 2011. It's actually more of a rectangle for a sofa cushion that I'll clone once UV'd. The best I can get it is simply using plane along the Z axis which does a good job except of course for the…
ok so i just need some help with understanding some stuff. i know that is not the best way to describe what i need but, i will try to explain more. so i want to make a mmorpg kind of character creation in UDK just for learning purposes. i have ideas in my head on how to do this modeling wise but could use some advice on…
I'm tackling my capstone assignment for my final year in Game Development, which is essentially an outdoor environment piece using landscape. I have seen several people use a UDK > World Machine > UDK workflow with good results, and am interested in trying it for my capstone. When I created my landscape, I selected it and…
Fair humans of Polycount, I call upon thee! (yet again) I'm tackling my capstone assignment for my final year in Game Development, which is essentially an outdoor environment piece using landscape. I have seen several people use a UDK > World Machine > UDK workflow with good results, and am interested in trying it for my…
Is there a way to set the modeling toolkits axis to the normal average of my selection, like in the regular maya tools? Like a hidden hotkey or something? I can only find the set custom axis option in the marking menu of the toolkit, and that seems cumbersome to set all the time. edit: or even get my custom pivot to tag…
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Workflow: Issue: 1)Imported the UE4 Mannequin's skeleton and skeletal mesh Note: their pose matches perfectly, but they’re not in a T-pose. 2) Define the skeleton in HumanIK. Issue: Since the skeleton is not in a T-Pose, after I assign the upper arm, lower arm, and hand I am getting this Status message: "The right arm…