After some playing around I can only assume it's down to the number of light sources in the scene - if I rotate the object 180, the shadows then appear on the front of the object :poly118: I s'pose all all I'm looking for now is some validation that I'm not doing things completely wrong?!
It's worded in a confusing way. The way it talks about ratio and hardware that may be slow with only one feature, I think they mean "use the same amount of simple-material objects and complex-material objects", as that's the safest choice when you don't know the size and speed of the memory, CPU and GPU.
To me it looks like you had 'm' or 'mrgb' activated at one point and ended up painting in those black areas as a permanent material. If that were the case switching the active color to white + the matcap to flat color and filling the objects mrgb (color: fill object) should do the trick.
No, been on 2010 for awhole now. I did notice that when I created a new object I got shaded faces again, so I'm thinking it's something object-related. Not sure what though. Suppose I could attach it to a Box or something and see if that fixes it... just annoying.
Once you apply IK, you can no longer directly transform any object in the IK Chain. To swivel the knee there are two things you can do: 1. Enable Select and Manipulate and modify the swivel gizmo. 2. Set a Swivel Target object in the motion panel. This is the preferred method.
I had isolated objects in the scene (objects aside from the mesh I wanted to quick rig) when I un-did that the quick-rig worked :) I just needed a super basic pose to figure out proportions on a mesh, wasn't planning on doing any skinning or animation ^^
Sorry, I don't really get what you are trying to say. I also don't know what 3D application you are using or what "TurnToPoly" does. If the model is not a polygon object to begin with and is converted from something like a nurbs object, you will also have to create UVs.
No worries! It's just really strange that everything else is rendering correctly but the base texture renders as a flat color for each object, even though the base textures are loaded in next to the corresponding objects and the textures were flipped on the Y after exporting from zbrush. Are there any options in xnormal…
I have the same problem, don't reckon I've had this with the previous versions of mudbox though. what you can do is to delete all objects in the scene except the object you want to "export". Export it by choosing "save as". That should do it for you. If you found a realsolution for this please reply-
Wrath, do you mean Quaternion (TCB) controllers? Isn't Eular the default for all objects like boxes, dummies and bones? Last time I checked (a min ago) you could drag X position/rotation/scale keys past Y and Z on any of those objects?