the closest menu to "Bevel Object" in 2.8 is simply titled "Object" under the *bevel sub menu* in the *object menu*. Also when I try to use this option a completely blank box (menu) pops up with no description for its function or any way to interact with it. #thatisannoying
You add an Armature modifier to your mesh object and there set the link to your armature object. The mesh object then needs vertex groups with the same name as deformation bones (check the checkbox!) of the armature Rigify does create DEF_... bones. These are the ones you want to use
Have these objects been imported into the scene? My usual fall back plan in cases like this is to reset x-form and/or create a box (align to your object) > convert box to edit mesh > attach to "problem" mesh > delete box element in sub-object mode.
Hide the room when you bake. I'm pretty sure that the room is blocking out light. You don't really want other objects to be part of an AO bake...AO is supposed to be shadow that the object casts on itself, and having other objects nearby can influence that.
So the way clipping works in Viewer is that the clipping bounds are generated based on all the objects in the scene. So, if you have some objects that are very large or far away (it looks like you have some background object here?) that could cause you issues.
I have started sculpting objects. Begin from a small ones, because I have major lack of skills in that area. Candles are great objects for learning zbrush ;) and the smallest object in a scene: In-game low poly: also In-game low poly: fingerbone HP:
I need to perform actions on multiple objects at once, however maya does not allow some actions on multiple objects, so i must combine them first. This is a problem as i need to retain my objects order heieracy and name. is there a way i can restor the combined mesh to its uncombined state later?
Hey guys. I'm having trouble whenever I assign a certain shader to one of my objects, I get the error "Error while parsing arguments". It only happens when I assign this shader to this certain object...but It it just baffling me what is wrong with it. Anyone happen to know how I can get Maya to assign the shader to the…
Five! No it really depends on the object. For a closeup of a gun barrel you would use more sides then for the pillars of a fence. General rule of thumb is, if a player can get really close to a object and its a hero-object then add more polygons to it.
if its for normalmap baking would do that with a floating object. if its a highres object and its made of metal there could be a third object (weldseam) to hide this area. i would go with a creative solution and not trying todo magic if its not needed.