Pelt mapping is a big timesaver here, but usually more for polygon-heavy meshes. Planar projections and Stitch are still king IMO for low-poly. Best advice I have given recently? Get good with your hotkeys. Huge timesaver! It's painful to watch a co-worker stumble through the UI with the mouse, when he's just a keystroke…
Horray. Fixed with the combined methods from all you fine, fine people!:) I left my Uvlayout with all overlapping and backward facing Uvs 1 over from the 0-1. I never threw them back into the 0-1. Which brings another question to my head. How often do game engines need overlapping and backward facing uvs to be moved off…
Hi, I'm animating a Deck of cards for a client and trying to use WireParameters to bend the deck in a way in which, by the time the card reaches it's maximum bend the the other cards behind bend slightly more as they push each other back. The problem I have as I'm not great with expression etc, is that if I set up the wire…
Hi I'm trying to use some MEL code to orient a EP curve control to a joint and while it puts the control in the correct orientation it offsets the control away from the joint. Why does this happen? The code is below: ___________________________________________________________________________________________ { string $sel[]…
I've set out to get a vector direction pointing down (-Y) from one single position bake that I could bake in Painter. My goal is to get something that looks like a custom position texture that's baked as R:0 G:-1 B:0 X:0 Y:-1 Z:0 in Designer. FYI, I'm pretty sure my math for the direction might be slightly off, but that's…
Greetings. Been surprised i have no polycount account yet. vOv Anyway , looks like Baidhir forgot us. And we have to do something with this "HBevel" and "Physical Crease" stuff. For all who have troubles with script - edit CreasePlus.mel . Just find these lines: if(!$cp_iterator_1){ dragAttrContext -e -ct ($op[0] +…
d1ver, That does help a bit, but where i'm lost is slightly different. When you layout an object to use a repeatable texture you could do it a couple of ways. Keep the object's uv's within the 0-1 space and then have the texture be repeated in the shader node. Or you have the uv's extand past the 0-1 space to achieve the…
Hi, here it is. It is quite simple and should get you started. #include <iostream>using std::cout;using std::endl;void diamond(int size){ int spaces = size / 2; // loop over the number of lines for (int i = 0; i != size; ++i) { // loop to write whitespaces for each line for (int j = abs(spaces); j != 0; --j) cout << " ";…
Ok, I got my object in with diffuse and spec, however normal maps are not working for some reason... In my rc_log_warnings I get this; W: 0:00 NVTT debug message: '*** CUDA driver not found. W: 0:00 ' W: 0:00 NVTT debug message: 'CUDA driver not available for CUDA runtime %d W: 0:00 ' Does that mean anything to anyone? My…