It's because i made the key parts with different objects. I will remake the key in one object. Thanks. You are right, i'm new at modelling at all not only on sculpt. I will work more on this. Thanks.
You can also use one of several object painter scripts like Neil Blevins script. You can also use a attachment constraint to stick objects on meshes and have them follow.
Sometimes it happens that if you have an object selected the rtt window doesn't show up, when it's happened to me I just deselect the object and try again and pops up. Freaking annoying. Alex
Engine: http://www.high-voltage.com/technology.htm The Conduit: http://wii.ign.com/objects/142/14248157.html Grinder: http://wii.ign.com/objects/143/14352829.html Anyone working with this engine care to share some specs on character/environment limitations? I'm guessing similar to xbox specs?
I make a zsphere object in zbrush, when I try to sculpt on it I get this odd behavior using a brush, like clay buildup or claytubes. I create the object with zspheres and then hit "A", then make polymesh 3d. What am I doing wrong? Screenshots: http://imgur.com/a/7DYju
I've accidentally turned something on that is quite annoying. I am able to select objects with a drag select even though I'm in component mode of another object. This is definitely a setting somewhere as deleting my prefs fixes the issue. Anyone know what this setting is?
Swift3D appears to export exactly one format, it's own: ".t3d" UnrealEd appears to use this file type but when importing an object into UnrealEd I get a progress bar, then nothing, no objects in the scene. Think it might just be a coincidence that UnrealEd and Swift3D both use the .t3d file extension?
hello friends any body know how do this in 3dmax? i use textool script but the problem is the model should be attached together,i need seperate all objects and select all after that do Hard edges from UV islands for every seperated objects
Here's another way to place an object on the grid, relative to a point. Using the Python Console view, type this and hit Enter: C.object.location -= C.scene.cursor.location # Subtract the cursor location from the object location. (This is for 2.80+. If you're on 2.79 then instead of 'cursor.location', use…
Please correct me if i am wrong, but *I think* that doesn't work very well if your not selecting a single object's UVs. Tex-tools's (uv plugin) normalize function does nothing when multiple objects are selected.