Time for an update. I've been playing around with different textures for the main body. It's been a real pain to get the FDE color correct. The different color spaces in Designer and Painter made it really difficult to get the color down. Luckily I found this tool which will convert a regular RGB (0-255) to linear RGB…
I don't think you can change the default behavior but if you want to set the vertex boundary to sharp on multiple selected objects, you can use this small script: string $sel[] = `ls -sl -fl`; string $selShape[] = `listRelatives -s $sel`; for ($i=0; $i<(`size $selShape`); ++$i) { setAttr ($selShape[$i]+".osdVertBoundary")…
Tried using FBX 2013, still having the same problems. EDIT: If I press the roll down menu with the "BaseMaterial" in the Baking options, the output_log.txt in 3DO2_Data writes 4000 new lines. It seems to pretty much be this error message repeated: NullReferenceException: Object reference not set to an instance of an object…
Or i got it. You have different optionVars on you machine in this version of scripts. It difers from previous version. just paste this one time in python tab of script editor and press cntrl+enter: ================================ from pymel.core import * optionVar(fv=('ysvPaintCurveStep', 1.0))…
I'm a noob at maxscript but you could use this very basic script. Just assign it to 2 different hotkeys. It would be nice to make a toggle button that stores the old material, switches to 1 material and then goes back to the old material. But I have no idea how to do that. macroScript MaterialCycler1category:"…
Sand is correct. Just make a curve along your cable, select a joint then your curve. Animate/Motion Path/Attach to Motion Path. Repeat that step for each joint. Then select all the joints, under inputs in the channel box you'll see the motion path, right click U Value and break connections. Now for each joint adjust the U…
I'm evaluating Marmoset toolbag for purchase and I've run into some issues... It seems that the brightness of a directional light doesn't change the appearance in the viewer at all. 0 or 100, it doesn't changel. In the attached image, the brightness it at 4 yet appears dimmer, If I lower it to 0, it still appears the same.…
so i was working on this piece here and as you can see, the walls all have dfferent texel density. How would I turn them into a consistent texel density. I am also very unsure about how to uv unwrap longer pieces inside 3ds max. I know like a square 1x1 wall should occupy the 0-1 space but what about a 2x1 or 2x1x3 wall ?…
We have five models that have already been created that need to be modified for our needs: 1) Blend Shapes for eyes and mouth. Attached screenshot of simple (8) and complex (15) blend shapes Simple: https://www.dropbox.com/s/hiif50dr57lwoep/shapesSimple.PNG?dl=0 Complex:…
Newb here. I made a helicopter model in Maya and UV'd it with the intention of having the cockpit use one diffuse map and the rest of the body use another. The cockpit UVs are in 0-1 space and the body is -1 - 0. When I bring it into MudBox, it doesn't bring the textures with it, for some reason, but it does have the two…