Hi! Here it is my solution to move ANY selected object back to the center of the world:
- create a MEL tab and copy/paste this snippet:
// Get the selected object(s)
string $selectedObjects[] = `ls -sl`; // Check if any objects are selected
if (size($selectedObjects) > 0) { // Loop through each selected object and move it…
a little teaser before I update to the next release as you can see in the following screenshot is the texel size in each object equal even though the objets were created with different scales and different shapes: I got it so far running I just need to bend the scale math a little bit right (it's a bit try and error right…
Hello I 'm a newbie at marmoset toolbag and I have a problem regarding baking complete lighting as It bakes the front of object and the back remains black. what i'm doing wrong ,can you help me please to bake all lighting. This is what the objet looks like from the back with texture on it.
Subdivision sketch: Hemispherical helmet. This is a brief look at a few basic strategies for routing topology around cut outs and panel lines on spherical [and ellipsoid] surfaces. Note: there's several different ways to structure spherical geometry. Since this write-up is specific to basic subdivision modeling only basic…
@poopipe thanks for responding. I already tested a 3 slats, with skinning and bones with the same spline all worked fine in max and Unity. The actual main asset is with multiple groups, 2 LOD’s and many objects in hierarchies. These two shutters are separate from one another are the only skinned objects with bones, a…
1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
@gnoop I separated the selector into a different object with prefix, and it seems to have fixed the issue! It was that simple all along. Thanks for your time!
what noren said, i'd just morph this flat, using the animation options in your application, make 1 "hex" object probably use the array option in the application and "bake that down to a normals" map, overlay it on your completed normals map as a new layer overlaying the old with the new hex & rebaking what you need to…