DDO is using tileable textures - as a result, this gives you a few options to work around seams on cylindrical objects: 1) You'll need to adjust your UVs for tiling, which means the UVs need to stretch to meet 0-1 borders. This will eliminate the seam at the cost of introducing stretching. 2) You can use a color paint…
Hey guys, I just wanted to get some personal opinion or advice (if you would be so kind) on my current position. I have applied for 2 jobs. 1 job has just come back and offered me a place; its not an ideal job for me as it requires a lot of traveling (1 hour 30mins drive to get to work; also no decent train links) and its…
renderhjs i think its working with 2009 if im not mistaken?I believe someone confirmed that in another forum somewhere.People have e-mailed the guy who made the script but without success and that why i ask around for some help. The script seems to work after i close all these things poping up,I also get a dialogue window…
I have updated Ninja Dojo to 4.0 on creative Crash and the Ninja Dojo Web Page. Black Belt on Creative Crash https://www.creativecrash.com/maya/marketplace/scripts-plugins/interface-display/c/ninja-dojo-black-belt--2 Grand Master on Creative Crash…
All engines should support it. The UV sampling goes from 0-1 in both U and V directions You simply lay it out on a 2:1 space, like from -1 - +1 U and 0-1V then scale all the UV's by half (0.5) on the U axis and put them back into the default 0-1 UV space. IN your program they'll look stretched but they will read a 2:1…
I wrote a quick script for Maya that simplifies the Snap Align 3 Points to 3 Points tool. Just select 3 verts that are across the same plane and run the script. Should snap your object to the origin with an accurate rotation (you may have to center the object still). { $sourceVerts = `ls -fl -sl`; polyPlane -ch on -o on -w…
I ended up contacting Marmoset support to figure this out. This ended up being an issue with Marmosets current inability (as of at least Nov 2022 when we had this discussion) to pass SSS through meshes whose sides consist of multiple materials. These dragons have multiple udims assigned to them. For example there's one…
Hopefully you dont mind, but I made a fix for you so that it will work in 2015. The function for polybevel had different attr names that was causing errors. Also I added two lines in it to turn off the smooth display after finalize and to smooth out the normals after finalize. Code below. // a function to be called when…
coming from max i found these scripts to be handy.. Target Weld: [ QUOTE ] - if you cant see pnts on your mesh at any pnt, like if you return to the tool via 'last tool'/y or in toolBox rather than by a targetWeld call, simply RMB->vrts them back to visibility. - if your on running prior to 4.5, you'll need to comment out…
While I'm not sure about Max-specific tools, in other programs you could just UV like normal in the 1:1 space (same ratio/etc as normal), and move other faces outside as if you were working on an imaginary 2:1 texture. Once you're all done, select every island and scale them in half horizontally or vertically as needed to…