1. Hm as for UV. That also happened to me. I uv the mesh in rizom-uv to check it out. Whenever I imported the mesh the UV was broken but when I re-imported the mesh the UV was as good as it was in rizom-uv. I don't know what the problem is. 2. About using less support loops. I wanted to have smooth areas in those areas,…
I created a night scene with ray tracing last night and saved the file closed it reopended it and the scene isnt lit anymore with the dark sky, is there an option i need to select to turn it back on?
Hello fellow polycounters, I have a problem that i kinda fixed but not really. Basically in my church project i have set up a load of spotlights outside the windows (which are a single plane) and have light shafts bleeding through the windows. It looks great except im using 16 dominant spotlights, which work and give me…
Hi everyone I have been trying tons of thing now to improve mayas beveling result but with little success. This may just be due to my imcompetece or i just miss the forrest for the trees by now. using maya 16 Extention 2 In the images you can see the model of which i am trying to bevel all hard edges in a single stroke.…
Hey guys, Over the last while I've taken my hand to Maxscript and started development on a plugin, that hopefully will allow environment artists to have a much smoother experience with exporting their models to UDK. The reason why I created this Toolkit is that often I reuse my modular pieces to develop my full blockout…
Vimeo Video Shift u or v positive or negative 1 exactly. MoP's HardShellEdge Script: MoP's script exactly - Original Thread Gen Lightmass UV: Automatically copies current UV's to a second channel and re-packs them. **re-layout and packing is done according to the settings in maya's "layout" command. Settings editble in UV…
Since Blender's radiosity code is long overdue for a rewrite and still stuck in the NAN age, I've written a little script that makes it possible to bake radiosity to a texture. The problem was that radiosity doesn't keep UV data and alters the mesh. Due to the floating point error the vertex coordinates don't stay the…