Maya 2014 (Educational) has somehow started lagging. Does anyone have ay idea how to solve it? 1) Create a cube primitive. 2) Switch to Vertex Selection. 3) Draw Marquee around selectable Vertices. >> Maya viewport does not immediately display update with selected vertices (yellow vertices) The Viewport DOES update when I…
I just finished my rendition of the Sci-Fi Light. I created the light model using Maya then did a minor pass in Zbrush to add a little surface damage and to not make the edges so sharp. I then sent it into Substance Painter for the texturing and finally imported it into Unreal engine for the final render and used…
Project Title: Undoing Introduction: We’re looking for passionate game developers to help revitalize Undoing, a multiplayer survival game that originally launched but didn’t gain the visibility it needed. Our goal is to refine and enhance the game using existing assets while creating new content where necessary. We're…
Yeah Bartalon is right, also, assuming that you're in the polygons tab and the main side of your mesh is center pivoted to the middle. To prevent the hassle of aligning individual vertices to the center for mirroring is to align it altogether by using the absolute transform tab and putting (assuming it's centered on X…
Hi Gheromo, thanks for the quick reply. I am not sure to understand what I should get with this combo. I think I wasn't very clear in my first post, I am speaking about polygonal modelling, and I am moving vertices around. If I press D to adjust the pivot and V to enable the snap to vertices, it doesn't snap to meshes…
It's not really an error message so much as an efficiency warning. Various things will require the engine to split up (duplicate) vertices along certain edges. Generally it's due to smoothing groups and UV seams. This warning box is basically a feature that sets a target of just 25% increase in imported versus source…
I've been messing around with this piece of code for two days trying to figure out a different way to tackle it. My objective is just to output RGB vertex coloration values eith each line being an index for each vertex in the mesh. The problem is relatively known and documented, and this is probably mostly a case of me…
I'm pretty sure what they mean by 'snap verts to cylinder is this': Draw a cylinder over your mesh where you want the hole to be turn on snap to vertices use the cut tool, clicking along the vertices of the cylinder, cutting its shape into your mesh. That's kinda tedious though. In Modo I'll just use axis stencil or bevel…
I agree with mojokey. Or you could recreate it with a torus primitive and delete the unwanted geo. Make sure "generate Mapping Coords." is checked on before converting it from a primitive to edit poly. Or if you're really bent on unwrapping it as is you can straighten it out pretty quickly by: Click a vertical edge, click…