For reference, do (check) this next time it happens. In the "Object" Properties buttons (button with a cube), scroll down to "Display". In here find "Type:" and select "TEXTURED" from the list. You *should* then be able to switch as normal ("Z", "Alt+Z" et-al). Note this is a 'per-object' setting so needs to be assigned to…
I'd say make a few variations, even. Have a couple of loose planks, but also have models that are 5 or so planks as one object. This will save a you a lot of instances and will allow you to build things much faster. Yes the best way to get a high resolution texture is to work modularly and instance objects around. For…
Yes, I'm using the Photoshop COM object, so the UI is .net C# winforms. Mostly Panels with a lot of OnPaint() code :poly142: I had some problems with the COM object though. If you reference the Photoshop CS6 COM object it won't work on Photoshop CS5 and so on. I didn't want to compile a different exe for every Photoshop…
You are missing your objective, that goes at the top right before your profile, everything else, if it not technical falls under Highlights then experience then education. Objective: To work as a "your desired odd job position," in an organization where my skills and capabilities will be challenged to enhance the esteem…
bgoodsell: on a technical level, yes. I am trading texturememory for shaderinstructions (because it takes a few shaderinstructions to assemble everything) but since everything is only using one shader per objects its only one drawcall per object. It also allows me to have larger objects combined together because they share…
What Tumorboy said - The site looks nice other then that. Also get rid of where it says Environments // Objects // Lighting - that stuff is assumed when you say Environment Artist. Maybe center your name and title. Put your phone number on the contact page. The idea is to make yourself as approachable as possible. Make…
I'll assume you use 3ds max. Yes you can. Look into skin utilities. You'll find two buttons: "Extract skin data to mesh" and "Import skin data from mesh". The first one makes a mesh object that stores your weights. The other you use after selecting that mesh object and the object you want to transfer weights to (same obj…
I've always found that multi/sub-obj materials are a surefire way to kill viewport FPS when using the Cached DX meshes option. Remember that each extra material on a single object is effectively a new batch, and I think the DX Meshes option isn't optimised for dealing with lots of separate materials on the same object. It…
I have pixel snap on when I rotate the whole object IF its not properly aligned, like if the object rotated when it was being relaxed. With pixel snap on all the edges snap along a straight horiz/vert line. I normally don't need to go in and align verts/edges vert/horiz when its on. Mind you, pixel snap only works if you…
I do the same as THNKR, but it's true that losing the material is a bit annoying. There doesn't seem to be a default Maya way of handling this. It'd probably be a pretty simple script to detect the material on the current object, and then just duplicate and re-connect that to the object at the same time as duplicating the…