Also on the subject of orthographic views : There are indeed times where it is useful to switch to them, but the actual implementation of the switch is important too. For instance like MP said, Zbrush has shift-click-drag to snap the camera to these views ; in the case of Curvy, I could see something like a hotkey…
Revel> Thank you for trying it out. There's one parameter missing in your screenshot there which shows up in Maya, which is called "invertY". What it does is pretty much turn the ramp textures upside down if you check it. I think that's why you would need to enable judging by your screenshot. The reason for the parameter…
You can disable the tablet service as mentioned and it should remove all of these issues. However it may interfere with accessing windows dialog boxes in some applications. If this is the case, these steps will also disable the most annoying bits in a more surgical manner. Issue #1: Every pen click produces a gray…
That is really nice work! :) The way they said it's done in star wars is that it samples the landscape layer underneath the mesh and blends it to the mesh, and I've seen it being true in places where a rock is placed on different material layers. However, I don't think that's really necessary. You could just make material…
Hey yall! Been coming to polycount for a while, finally have something I think is worth posting! Video https://www.youtube.com/watch?v=X9V4UaiyUwA Marketplace https://www.unrealengine.com/marketplace/en-US/slug/realistic-working-clock-pack DESCRIPTION This collection of assets contains 6 realistic clocks of 3 varying…
If you've got a streaming setup similar to Unreal's virtual textures or the more recent stuff enabled by dx12 then texture size really isn't a concern anymore and you can chuck 4k or bigger maps around as much as you like. if you don't then texture size very much is a concern and 4k maps are generally something you want to…
I would think there is a way to export the mesh correctly scaled from Pixys Studios or inventor. If it's importing with incorrect scaling into max from an FBX, then something is incorrect with the scale before it's even imported. Max won't apply scale to fbx's that have models with say 235% scale or whatever, it'll retain…
Yesterday I was happily laying out buildings in my city map and managed to generate a single p4 changelist with over 180,000 files in it. The number of actors in my level isn't a problem in itself, where I'm getting issues is that p4 does not like having 180,000 files in a changelist and the resulting upset seems to be…
there isn't enough geometry to match the live surface, so the quad draw surface is getting hidden behind it. you can either adjust vertex at either end so the connecting edge is not occluded, or quickly switch to the multi-cut tool to drop in some edges where it is difficult with quad draw. Hold ctrl + middle mouse IIRC…
miauu's Statistica is updated to version 1.1. Changelog: Added: - show missing textures - show Geometry and Shapes objects with materials - show xRef scenes: enabled (total count) - Active Render Name