updated installation to 2.1.5 from 2.1.0 - Windows 7, 1 TB Hard Drive, 16 GB Ram - Photoshop 2015 - Quixel menu comes up - when click on NDO or DDO The button gets highlighted but nothing else happens - no error codes pop up
The hair seem to be hidden. But I can't unhide it. I press "H" or try to hit that little eye button on the tab xgen interactive grooming. On the render I see the hair normally. But I want to make changes to it.. What to do?
In the base creator I am missing the "add more channels" button as seen below. When I click on where it should be I get the message "this has temp been disabled" How can I get this back? It's pretty important for my workflow.
thank you. where do i find the "hidden geometry" button? what does pocket mean? and what is "unwrap like a slug"? why not just decimating in zb, then smooth modifier in max and done? does your method give better normals, and less faces?
Yep, below the big orange button is small text that says: "NOTE: IN ORDER TO AVOID AN AUTOMATIC RENEWAL AT THE FULL SUBSCRIPTION PRICE OF 3DS MAX, YOU MUST TURN OFF THE AUTOMATIC RENEWAL ONCE YOU SUBSCRIBE TO 3DS MAX INDIE."
Press g to hide the editor billboards. To render a high res image, click on the button on the very top left of the viewport. There will be an option called high resolution screenshot. Click that, and a panel will pop up where you can set the resolution multiplier.
Pressing the "Open in Unity" button on the Asset Store page with the Courtyard project will launch Unity*, open the Asset Store window (if it was not open) and navigate to that project there. *) This will will show the launcher where you should create a new project, as you already found out.
Simple to fix with export settings from Zbrush. Turn off this button : In fact, also turn off "Txr" and "Mrg" unless you specifically want to export your highpoly with texture and UVs. It makes the export faster and the obj file lighter.
No, I don't do that often, clicking the button in hierarchy tab once a month doesn't call for a shortcut :) But I write short code snippets multiple times a day, there's always something that can be made easier this way and I'm sooo lazy...
Yep, "Groups Split" is what you want here. Incidentally, if you want to split it up in other places and don't want to make new polygroups to do it, you can also hide parts of the mesh and use the "Split Hidden" button.