Some cool guy at cgtalk, wrote this: macroScript selectBymousecategory:" CGtalk "(selectedEdges = polyop.getedgeselection $ tool mouseLoops ( local oldpos = mouse.screenpos local refPoint = mouse.screenpos local dist = 2 fn getDirection dist = ( newPos = mouse.screenpos if newpos[2] < refPoint[2] and newpos[2] < oldpos[2]…
Hi guys, Meybe some more experienced artist could shed some light on those questions of mesh export: 1. What are tangents and binormals option? 2. What is split per vertex normals? 3. What is preserve edge orientation? Thank you!
Day 27 Reference: https://www.artstation.com/artwork/Kr2KWX by MashacK Fun one today! Wanted to keep it shorter than my previous days which had crept into taking way more than 2-3 hours. kept this one to roughly 2h30min with final tweaks. love the original concept.
You can try putting this into a startup script: callbacks.addScript #postModifierAdded "m =(callbacks.notificationParam())[2]; if classof m == Unwrap_UVW then m.unfoldMethod=45272" id:#uvwunwrapModAddedPeelMode
Basically that. How do you planify on grouping UVs from a set of objects - atlases as for my understanding - on large scenes to also ensure decent texel density to bake? You do it by area? - idk, kitchen, room 1, room 2 - by type of object? by size? Hope that makes sense @_@
Hello Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly created folder and send it…
TLDR: Please help our opensource project load .unr maps from Unreal 1 and UT 1 . https://sourceforge.net/p/chaosesqueanthology/tickets/2/ There is allready C++ code (https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2) that does it, but our engine is in C: and we only need to load in…