Here's one I made for this awhile back. You could easily adapt this for V offsetting too.macroScript OffsetU category:"Eric Chadwick" tooltip:"UVW Offset U+1 (Shift = -1)" buttonText:"OffsetU" ( if classof (modPanel.getCurrentObject()) == Unwrap_UVW then ( if keyboard.shiftpressed do (…
Hey Mop, neat colors you have here. I guess it's rather hard to handle pastel-esque colors of this kind? I like the effect on the top-right-colored... Sweat strokes Paul Steady, hmmm why not actually... I'm not the 'grew up with megaman' kind, but the X-series sure had a great influence back in the days. And playing the…
Hi PC, this is my thread filled with my scatter brain collection of things I am working on. I have been focusing a lot on my process of making art lately and wanted a place to collect them all. Material Work: Working on some materials to test some blended material workflow things in UE4. Tileable Red Brick: Zbrush,…
@cabooes Alright. It seems I found the issue. Zbrush WeldPoints has some weird tolerance slider(Weld Distance). By default it seems to be set to 1. And that will only merge a small portion of vertice. Now you can crank it up higher but I wouldn't recommend since there is no floating point precision in distance(And you…
tach, I think that's a valid concern, but I'm not sure if your suggestion would fix it. With your idea, what's to stop someone from getting a 1-month subscription, and then having lifetime access to a boatload of content for hardly any money? You could even get another 1-month subscription every once in a while to get…
If you are going to render 500 of the same mesh at different positions, rotations and scales then technically all you need is 1 mesh data in memory. That doesnt mean that is the best way to render the objects though. These days its generally much better to batch static meshes into compound meshes which can be rendered in 1…
Mesh button is in the menu unless your menu mel scripts are fucked haha. Yeah transfer attributes should work. Select the mesh you want to transfer from (max one) and then shift click your maya object. Transfer attributes and click the option box using topology (sometimes you might need to fuck about with these settings…
Here's a few screenshots of this guy in unity, and I really like how he turned out! I used Amplify Shader Editor to make a cell shader that uses an image texture to determine how light hits it, like in Team Fortress 2: So what it does is it takes the dot product of the light vector and normal vector and uses it to sample…
Another update: Version 1.1 released 04-05-2011* Fixed the Use Local Origin as Origin function. * Moved Use Local Origin as Origin and Alt Origin checkboxes from Lighting & Miscellaneous rollout to Model & Basic QC rollout. * Fixed the output of $illumposition to accurate position. Previous versions only worked if model's…