Ctrl/Alt/Shift + Space can be assigned. But you cannot assign (for example) Space+F or F+Space. Ctrl+Space+F is also a no go. Just to clarify though, Ctrl+Alt+Shift+Space (eeww) or any combination of the first three (or less)
Dude you rock. So from what I get from this is that I can hack his code, assign it to my own scripts / buttons and then assign a hot key to it. Hmm that might actually be pretty easy. Am I on the right track here?
Hey! Damn.. been a long time since I was last on here and funny enough its a similar project I am embarking on haha. Well Ill get to the point... I am attempting to make some modular building pieces and I know these questions are going to have been asked before so please bare with me and if you can point me in the right…
Hey everyone! With Legacy dDo recently becoming available to everyone, I thought it might be fitting to give my plugin one last major update. Have a look! Swift manipulation of materials: There are automatic texture, utility, and shading group naming conventions to keep organized, all based on the material name: Get your…
Not much games uses billboards anymore. Just assign a separated material, so a shader can be assigned. Element pivot position is usually stored in foliages, so rotating them around that point is easy. But, they use this for complex foliage movement, not for turning them towards the camera.
Had to make a male anatomy sculpt for a school assignment. First full body sculpt ever so there are still a lot of errors here and there, but still pretty happy about it after all! :D Called it done since there are other assignments I have to work on. Cheers!
Let me know if I'm wrong, but you want to assign 12 separate textures to one mesh? This means you'll need to have a multi-sub object material with 12 slots, one for each texture. When you plug all 12 textures into each of the materials, go to the mesh and assign the same number to the specific element/object.
It looks to me like your model is 1 mesh and not split into multiple ones. So each time you switch texture, it will display correctly on some parts and not on others. Either split your mesh according to textures or assign your textures in sub object mode to each body part (just select polygons and assign each material…
Thanks cryid. Yea that is what I mean. Just remove the hotkeys assignment at the end of your buttons. Hotkey-ing scripted buttons doesn't usually work right either. You should hotkey the buttons as a plugin. Run the script. Take the .zsc file it made. Put it into Zstartup>Zplugs. Restart Zbrush. Assign a hotkey to your new…
- Just merge all high poly subtools to a single tool - Auto groups to assign polygroups to non-contiguous geometry(or organise your polygroups as you want to mask them) - use the polygroups to polypaint feature to assign vertex colour(no UVs required) - decimate the tool -export to your usual baking software and bake matID…