Greetings! I am looking into buying a new drawing tablet for my PC. The old one I used was from Trust and recently stopped working. I am looking into buying a drawing tablet from Wacom. I have been looking at the Wacom Intuos Pro series and is a bit thorn between buying the medium or large one. I've done some calculations…
@justo just like I showed in the video, for full control set AS to 180 and manually mark sharps. Also, I use select by angle all the time in Max. I also got so used to this from modeling in Zbrush with Zmodeler and select flat island. Select linked flat faces is the closest in comparison. Instead of a toggle just assign a…
Hi, Im looking to upgrade my Graphics Card to a - nVidia Geforce GTX 1060 version, either the EVGA GTX 1060 3GB Super Clocked (1607MHz - Base Clock) & (1835MHz - Boost Clock) or the EVGA GTX 1060 6GB Fatory Specs (1506MHz - Base Clock) & (1708MHz - Boost Clock) -So the question is whether its better to have more MHz or…
*Append Poly is your Maya connect. Now that they've got the loop and ring stuff in there you shouldn't need MJ Poly Tools at all. Probably *I'm fairly sure you're stuck with Maya's navigation. You'll get used to it pretty quickly, its not that different. *I haven't used silo, but you can highlight different kinds of…
So I'm looking for a workflow to use on countless terrain meshes that meet up and create seams, show in an idealized/simplified version here: I knew it probably wouldn't work, but I tried anyways: Gives this result, which is indeed removing the seam, but of course creates two new seams that are softer but of course worse…
I have been not very interested in Photoshop for a while and now see it got a mesh deform of a sort where you can add vertical or horizontal loops . Once you add a loop it makes its vertexes selected with a small thin frame. Is there any oprtion to not only move/translate those selected vertexes but also rotate those…
i = paint select edges (no selecty the back face) u = paint select faces (no selecty the back face) extruding along normal is the same as moving a face on long its local axis. Set the axis of your manipulator to local. On the side panel thing under s t r stuffs. Or if you right click with translation turned on in the…
Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a…
Here's how I do it when I can't find my MAX dvd: I've deleted any faces at the top and bottom of the cylinder - Planar map the trunk (try z-axis) - Select an edgeloop along the length of the trunk - In the UV window, click the cut/separate UV button ignore the other buttons and my child-like writing for now - With the…
Select the object then look for the "UV Editing" workspace tab at the top. Press "A" to select all geometry. We want to see the UVs that'll appear on the left. In case there's no image under the UV you can select it from the header in the UV Editor or click on it from a Shader Editor and it'll appear automatically, but in…