This post totally slipped under my radar. Apologies. Anyway these are the control curves with profiles assigned, so in a way, yes you can use lines (poly curves) and convert them to haircards.Edge loops can be converted to Blender-native poly curves and back without data loss. So you can poly model shapes with edge loops…
I've updated my shortcutmapper web application to include Maya 2014 shortcuts: http://waldobronchart.github.io/ShortcutMapper/#AudodeskMaya It's interactive, so make sure to press the modifier buttons and see the keyboard update. It is also quite a handy tool to search for shortcuts. Enjoy!
Hey, My problem is cutting out geometry from an object. I searched for an modifier, which does that, but I couldn´t find one. So yeah^^ I´m sure about 90% in here can help me.
same mesh made in 3dcoat with and without noise modifier (in surface mode), after I import in Zbrush the one without noise works fine, the one with noise is all black, any solution no image to post since its essentially a pitch black mesh
Hey all! I am working on another project for my portfolio, this time a creepy house! This is what I have so far for the concept. I modified an existing concept and then created what I think the back should look like. Any suggestions would be great! <my perspective is poop>
Jiggle is a modifier plugin for 3ds Max that adds quickly and easily realistic jiggle motions to parts of animated characters and objects. It can simulate fat and muscle movements and skin sliding effects. More here http://www.mariussilaghi.com/products/jiggle [ame="https://www.youtube.com/watch?v=al1PV7BMgGU"]Jiggle 1.0 -…
Hi, I'm almost finished unwrapping a model in max, but as you can see in the picture all the different parts of the model have been unwrapped at a different scale to each other. Is there any modifier or plugin that will automatically change the UVs to the same scale? Or do I have to go in there and do it manually? Thanks…
Hey guys, I'm a Max user and I'm switching to Maya. I'm curious if there is some sort of way to mimic the turbosmooth modifier in Max. Primarily, the way you can set turbosmooth to respect smoothing groups. It's a nice tool for my ZBrush hard surface workflow, so I'd hate to loose it.
In max 2010, is there an option to always have editable poly NURMS active (not the modifiers but sub object)? Recently it started switching off when i deselect the object. I dunno if updates caused this or i hit the wrong key by mistake, but i'd rather have it on all the time. Any thoughts?
Hello, I am getting a very strange seam right in the middle of an open face. I used symmetry of the clean half to try and fix the issue, I also deleted the half collapsed the symmetry modifier and welded the verts and I'm still getting the issue. Anyone know what would be causing it?