My gut tells me that the problem is in using the cut tool. If I am correct, below will help you. If not using snaps (like snap to vertex) you can sometimes inadvertently create an extra vertex/edge very close to another vertex. This will cause the topology to not be composed of quads (even though it may look like its…
I think that UE4 only checks UV boundaries in the first UV set. Don't remember where I saw it, but it was somewhere in there. I'd have to do some serious testing to see whether this is actually a problem, and I have a pretty strong hunch that it's not. There are definitely still problems if you save the smoothing data, I…
Some of you are still replying is if this was a user created mod that put all those assets into the game, and are afraid that the chance for a game to have mods will affect ratings. So this arguement feels a bit off track from the beginning. Here's a statement from the mod creators website: [ QUOTE ] After reading various…
Hi McGreed, I gave a look at your code, haven't fixed it but I think I found the source of the issue. You declared a lot of global variables (usually a bad coding practice). Those variables are shared by every Array Object Modifier in the scene. If you create a Sphere, add your modifier and update the scene then in the…
EDIT: retracting some of my criticism over the license. Google led me to the price of the floating license, which about 1 year ago was pegged to be 800 USD. http://www.sidefx.com/index.php?option=com_content&task=view&id=2721&Itemid=391 Which sounds is reasonable. Yet I still think SideFX may be served better with a more…
Do you need to create a user interface in Maya or is the user providing inputs? Just as a side question. Creating a script like this in Maya is pretty simple. You want to create a polycube so lets look at the documentation for a cube. http://download.autodesk.com/us/maya/2011help/CommandsPython/polyCube.html So if you have…
You're probably looking for PolyColorPerVertex You can query each channel and set too. Some sample code. Note this will probably be slow on higher vertex counts: import maya.cmds as cmdssel = cmds.ls(sl=True)start = cmds.timerX()for obj in sel: totalVerts = cmds.polyEvaluate(obj, vertex=True) window =…
! That is strange. It works fine at work... :( Guess it is something with my setup at home? ugh! Yeah haha! I don't know why but before I uploaded the code it was global. People always seem to get onto me for using globals so out of paranoia I switched it to local. BaseSwitchSOL is meant to remember the subobject level of…
@pior it's likely because normal maps are sampled in linear space, i can change it to gamma easily enough, just wanted to confirm this was what you wanted. @EarthQuake, thanks for taking the time to test and give feedback man, i appreciate it! UI: without dropdowns there's not much i can do, i did play with the idea of…
Different ways to do it however the following should give you an overview: -You have a basic character mesh for the character (nude character more or less). -Several basic character meshes are sometimes skinned to the same skeleton for the animation. This is the case in games such as World of Warcraft (male and female…