Hi guys, I am currently trying to get my head around creating custom vertex normals in max 2013. So far I love them but they only seem viable on large flat faces or simple assets because 'out of the box' max makes editing them so fiddly and time consuming they defeat their own purpose. I have read the popular thread…
We're looking for creative, versatile, self-directed artists who have solid experience in creating 3D models and who enjoy working in a smaller, yet highly collaborative environment. Applicants should also be capable of sketching their ideas on paper to help portray their ideas and thoughts. Portfolios should demonstrate…
hi everyone, a new version of luxinia was released. The package got 2 new demos. One for normal-mapping and one for tile-textured terrain. Another main improvement in this release is the resource viewer, in which you can explore all of your projects resources (materials, particles, models, animations). Each category allows…
[ame]http://www.youtube.com/watch?v=le3-m3GpX4w[/ame] Work only with Editable Poly objects. The video show all that the script can do. Reference coordinate system must be "Screen", can align verts, edges or faces. "avg"(average) button will align selected subobject elements and sometimes the result will be the straight…
I've put up a new site to demo some Unity projects of mine. As you'll notice, the web site is a work in progress and not all pages are done. I've also decided to put up some Unity projects that are a good start for any project. The idea is to share some assets, some Unity scenes w/scripts and working functionality. You can…
I've got a simple bipedal model I'm working on, and I just finished rigging finger curl and grabbing animations on each finger on the left side. I've driven the keys for the animations through a control curve which the hand is constrained to so that it follows it as it moves. How do I copy all of this over to the other…
Thanks, this is a good suggestion but it introduces dependancies (MentalRay and a third-party plug-in). I managed to get TURTLE to render out good results but it required quite a lot of reverse-engineering. I went through the MEL-callbacks via the Script Editor, looked up the MEL-scripts and found the final command that is…
joebount: Whenever you add a polygon command, if you have construction history active, there will be a new node added to the object's history, which you can see in the Channel Box. If you select a node like polyBevel (if you'd done a bevel) or polyExtrude (for ... extrude!) then when you click on it in the Channel Box it…
finnaly got a day off work and worked a little more on the script, now works with bevel offset on lmb and bevel segments with mmb, and shows the current value of the attribute on the hud. just extract this into your maya scripts dir. https://dl.dropbox.com/u/2360554/mayaScripts/pbTools.zip and make a button that executes…
Ah yeah, that's probably it. This here. Probably set to Local. You might want World instead, depending. Here's the help file http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-0F3E2822-9296-42E5-A572-B600884B07E-298.htm,topicNumber=d28e58766 I use a script from Jim Jagger called "[FONT=Arial,…