all that does is Resets the palette graphically. all the tools you've loaded in that session are still there. cluttering shit up. renaming shit in traditional backwards as fuck zb fashion thankfully the clearTools plugin still works with this release. but fuck me if it still aint : ' here at pixologic we're about…
Yeah, like, don't select a random file in a folder and start typing, hoping for the selection to move to the file named accordingly! Last time I tried it renamed the random file! Also it seems like shift+uparrow/downarrow does weird stuff on selections. Don't forget to put your DVDs in the trash too haha!
I had to do this at work one day (i'm not an animator by any means) but i was able to do it by exporting the animation of the first object, then rename object 2 to object 1's name and load the animation back in. There were a bunch of crazy gigantic menus involved but i think i left most of the stuff at the default.
So at some point I thought I'd rename the game so I could change up the plot details. It went from Key of Ethios to: I did some really neat worldbuilding stuff: That there's the World Tree skybox- it and four other Pillars are the backbone of the world, so to speak- all landmasses are suspended amidst their branches!
Ok, go to your 3Ds Max root folder then /script/startup folder. There should be a "XoliulShader_Startup.ms" file in there. If there isn't, it won't load. You should also have a XoliulShaderUi folder in /scripts. If you don't have these, do a manual install by extracting these files form the mzp (which is actually just a…
Activision Blizzard in Santa Monica doesn't really count. That's just where the old Activision corporate office was. They just renamed it Activision Blizzard. And they never made games there, so I don't think any development is being done there now. Although I do believe there's a QA department there. But at any case, it's…
I would love being able to customize the texture output names, especialy prefixes and suffixes and also use underscores in the names so i don't have to rename the files after every export in order to follow our internal naming conventions. You have to triangulate the mesh anyway before baking. If anything serves as a…
also is my workflow correct ? i mean importing high poly meshes in maya and then combining and renaming in it ? its very slow and not efficient as it sometimes crashes and almost always take so much time , but it is necessary for me to combine it and make single object so i can use it as high poly ref for substance painter…
Time for the sword Concept (By Pior): Changes were made to fit the weapon bounds of the Longsword as well as keeping the handle relatively the same. Final High Poly LowPoly UVs (WIP) *Is it possible to have a 2048x1024 map rather than a 2048x2048? *If a moderator is reading this can you rename this thread to "[Chivalry] …
It's coming along nicely! With regards to ground collision, you can make your own collision mesh for your terrain. As long as the terrain isn't too dense as it is, you can probably just duplicate it in Maya and rename the copy exactly the same as the original but with "UCX_" in front of it. I hope that's clear. I'm very…