Hi Jaque, thanks for making the effort to do all this :D I'm guessing all the selections are done now but would love to be part of it if possible. My folio can be viewed at: www.philipmehr.carbonmade.com If not then good luck to all joining the classes, have fun and post your work for us to see!
@Larry I tried to search some scripts or plugins for cable but I didn't find. So I created about 10 different cable assets and did copy&paste. Of course it's not fit many times. In this case I used maya soft selection and tweaked very easily.
kurt, I export the LP in obj format, triangulated. I export the HP in obj format, quad Then I put the meshes in xnormal, select average normals on LP and HP. Run the 3D viewer. Do the cage and save the SBM files and bake the normals. But the result is always the same.
Select the stitch layer's transparency by CTRL+LMB on the layer thumbnail, then create a new layer and fill that with white. Copy and paste that layer into your DDO layer stack. Once you've done this, visit my DDO tutorial and CTRL+F to "Masking Without Color IDs" for the rest of the process. :)
You can just select vertices you want to move and then use (in Edit Mesh menu) the Transform tool. This creates also a history node which you can find in Attribute Editor after applied where you can imput Local Translate values you need.
I still think this is some sort of error. I select an alpha, I get different brush, and then I need to click a lot of times and still I do not get the result displayed in alpha. And on top of it, it is really painful when painting normal maps in nDo. Thank you.
Go to Create > Type, (select the 3D Type), > Modify > Convert > Type to Curves Took me a while to figure this out, the new features are highlighted in green so that helps a lot. Trying to be as specific as possible with the locations of the tabs, since 2017 doesn't have many tutorials out yet.
Okay I was playing around with another script today and noticed the stepbackward script in my file menu/scripts...totally forgot about this due to the previous error. So I select it from the menu and it works fine, but if I assign it to a keyboard shortcut that's when the error comes up...
Maybe not the perfect example, but... Does anyone if there's an easy way in this new update to unwrap a winding road into a perfectly straight strip? I know you can do this in 3ds max by selecting an edge and hitting "wrap" in the uv modifier and presto. I was hoping Maya can do it as well.
you have to switch from quaternion to euler curves. it's in one of the biped rollouts when you have a bone selected. it's been a long time since using biped for me but unless they changed how it works i believe you have to do this for every body part separately.