OK...actually i went ahead and gave it a try. everything works just like you said...except, i get lost where you mentioned the "controls in the modify panel. everything works fine...however the shape(rivot) still retains its local rotation ie: the cylinders are still staight up and down.
I'm in agreement with Soccerman18 here ... the head and body just don't match right now. Something about the back of the neck is bugging me too - not enough cranium? Seems like a decent start though, keep picking at it ... try selecting all the body polys and running a negative-value Push modifier on them, see what…
I had this problem a while back. I just retouched it out in PS. Have you tried creating a box in the top view port, apllying a edit poly modifier and attaching your problem mesh to the box. Then delete the box in element subobject mode? you might have your geometery fliped and cant tell.
Are you seriously expecting green goblin story? Actually it happened in the third part I believe when his son found out his hideout and he modified the costume to have revenge. I think. But a solo origins of the green goblin are far out of the movie scenes, so I dont see them happening.
I love the "Iron Helix Refinery Control Center" (boy that's a mouthful, hehe). All of your stuff could use a ton of optimization. It looks like the meshes you'd apply a turbosmooth modifier to. Some of the most obvious places are the planar parts of the bridge, the ramp and supports for the roofs on the modular bay, and…
Hey, I just tried this using the sweep modifier on a spline, same results. But toggling on and off a bunch of random buttons i found an option that fixes it, the option is called 'banking'. So you might have to switch to the spline>sweep option over lofting, unless you can find a similar option under loft.
Ok found the problem. Try this: * Delete the armature modifier from the mesh. * Keep the mesh selected and then also select the armature (so that the armature object is the active one) * ctrl+p -> armature, to make the armature object a parent. * Go to armature pose mode, then select the child mesh and go to weight paint *…
max doesnt really have a freeze transforms tool. like mayas you can switch between the local and global etc movement with the dropdown in the pic. when you are done a model, it is a good idea to reset the xform with the xform modifier to clear out the vert transform info, in that way its kinda like ft in maya.
Show us what you are trying to bake, with your low and high. I'm confused what you are talking about exactly. The idea behind putting a Push modifier is so that you ensure that your low is under your high, but I'm not sure why you would be getting black renders. I'm lost on this statement.
just some additional info. if you are having problem with vertex reordering in zbrish 3.1. In max if you leave it as an editable mesh, add an 'edit poly' modifier, then export, it seems to work. converting to to edit poly directly doesn't always work sometimes you don't need to do this, but the occasional mesh does( max…