in the UVunwrap modifier set the channel to 2 and then hit the reset button - if you no hit the edit button you should see the 2nd channel and be able to edit it. appearently it's a customer wish which is why autodesk implemented it that way. It took me 2 days to understand that - very bad design.
The main problem of this tool for me is that it is a script. So Its not really intergrated into a modifier or something and work a bit "off". I want to test it more before judging but that the first thing I realized and annoyed me a bit. Besides that, it was superfast and cool so far A lot of toys to play with
Unfortunately I've had to format my computer several times over the past few years, one of my first models would have been perfect, it was completely made out of modified primitives. Heh, all but one of the models I've made in milkshape have been lost.
Hmm, I haven't used HL2 tools before, but from your last post, it sounds like you're rigging the collision mesh to the bones using Skin/Physique modifier? Have you tried just using Select and Link to constrain each section of the collision mesh to the skeleton?
ummm isn't ut2007 releasing for PC this fall at the same time as the PS3 version. It was the 360 version that was delayed. So I don't think Microsoft has anything to do with this. From what SK has said previously about modifying the engine and making it "their" own does sound fishy.
1. side view, draw a spline like so: |_ 2. In edit vertex mode for the spline just select the middle one and fillet it, you'll get a nice curved transition. 3. Slap an extrude modifier on it, make it as long as you want. There you go, a quick infinity curve :)
That's amazing, thanks! What about just a simple editbox for a custom save location? I hate my desktop. Can we have modifier keys? It would be nice to pull an edge and have it scale in relation to the current perspective/curvature of the current plane. (similar to the perspective tool in Photoshop)
I have to ask a 'newbie' question. I want to increase the texture resolution to 512x512. I have worked out how to change the resolution on the UVW Unwrap modifier, but how can I export the wires as an image format (or do I have to take a screenshot instead)? Thanks.
For video game character creation zBrush is super for making hipoly characters and painting skin textures. For the other work like making a low poly version and baking the other textures a standard 3d app or dedicated texturing app is best. Displacement maps are used in films in combination with a subdivision modifier as…
It's doable but messy, the .mel for this isn't as straightforward as "this section is for the lower menu" to easily disable or add a toggle to. Way more work than I'm willing to do right now. I do have a modified version for 2016.5 that shortens it up somewhat, no idea if it will cause a problem in 2017 (which I assume…