Here it is a quick one. Probably could be done better and with fewer lines but.... Just select two vertices and run the script, should work: // get two selected vertices string $compSel[]= `ls -sl -fl`; // get object name string $objSel[] = `ls -hilite`; // get the number of first sel vertice string $buffer1[]; $numTokens1…
Well yes, artillery are guns. They arnt machine guns tho, and if you are going to get specific about it then then you exclude nearly all firearms except artillery and muskets. We also havent determined if sub machine guns count either. That could throw off the count (assuming we had a real count going) due to the very…
The point of calculating how much you should charge for work is not to drop all of this information on the client, that would be silly. It's to help you figure out how much you should charge for a single asset. This should absolutely not be driven by gut feelings. You should absolutely 110% have an hourly/day rate that…
Hi polycount, I'm relatively new to UDK and I'm having some issues building lighting in my level. Here is the short actors list for my level: When I try to build lighting it fails. After looking at the log it appears that I'm running out of memory. I currently have 8GB, generally using ~2.7 GB before the lightmass build…
Please enlighten or correct me as to where I'm wrong thinking on this notion ...or I may just be tilting at windmills... I understand that when you take a number, say like, 255 [(a hole number integer) out of context] and divide it by 2 you get 127.5 and thus, through comprehensible rounding, bring it to 128 and provide…
Missed this... Opps Skinning in general doesn't react well to changes in geometry (below skin). Above skin it handles it pretty well but then some exporters don't like other modifiers on top of skin so you are risking it working fine in max but not after exporting, so typically you have to redo skin, which isn't as painful…
Its not my theory, I'am not the guy at Disney who develop the metallic workflow. You see, I'am not trying to prove a point. Its just how the Shader works. Its theoretical math. So yeah, pure materials have 0.0 dieletrics an 1.0 for non dieletrics. And is just how it works. IF someone wants to learn metallic workflow. He…
I just updated MagicPicker, my popular professional color wheel for Photoshop (since year 2008!) The main new feature in MagicPicker 7.1 is the new HUD display, shown in the image below. It contains all of the plugin’s controls, and pops up anywhere on screen beneath the cursor. Also this Color Picker can ‘stick’ to your…
Hey guys! I recently upgraded to max 2011 for work and the first thing that I've noticed is the changes they made to snapping as well as the really irritating free floating edit window for extrusions and the like. My first problem with snapping is something I don't know how to fix... basically if I drag some vertices in…
Lot of people obviously don't understand what "procedural" means. No, it doesn't make sense to substitute your traditional poly modeling tools for Houdini, since you can make traditional models much faster in Maya; Modo or your weapon of choice. BUT Point of 100% procedural workflow is that you end up with assets which are…