macroScript NotWeld category:"Scripts" buttonText:"NotWeld" toolTip:"NotWeld"( $.EditablePoly.MakePlanarIn #X $.EditablePoly.MakePlanarIn #Y $.EditablePoly.MakePlanarIn #Z) Throw it into notepad, save out as a .mcr, drag and drop it into Max... and then assign it a quad menu or hot-key. (Via the "Scripts" categeory).…
These brass binoculars are often painted up http://thumbs.dreamstime.com/z/world-war-two-german-army-officer-s-binoculars-vintage-brass-leather-32962342.jpg its more unusual to see the hinge made from brass since brass is a very delicate material they are usually made from steel or iron.…
Looking great!! So... I have in e question. Since it seems like it was made all in Z, how 'in control' were you of the shapes being hard-edged? I love the outcome, super clean and believable - I am just wondering if it would be possible to follow an actual piece of concept faithfully with that technique, or if it kindof…
subdivide the parts you're gonna sculpt before you get them into z. or hide the mechanical bits before you subdivide in z. you'll end up having less levels to work with. and you'll likely take a bit of a performance hit. but it's better than cranking up the res on shit you're not gonna sculpt. can't be helped. polygroups >…
Hey, guys so ive wanted to try and help myself by making more base meshes and develop them in zbrush but when it comes to modelling my references i found it not to be right the character i would like to model is Broly from dragon ball z. I have the reference but when making the base mesh they dont seem to be alligned or…
I assume you're using a plane to project this? First thing would be to check that it is actually level. What does it look like in Orthographic view? You can also snap the cursor to some vertex on the plane and check its location in the N->3D Cursor panel, then verify that snapping to a vertex on the plate doesn't change…
Hi, Iam back to this challenge! I've made progress but still... one issue persist. almost there!!! here is the issue, I can't figure out how to maintain the bone orientation. There are very specific locations at the curve where the bones flip in the Y axis. I can't constrain it! WHY ?!!??! The Z axis should always point…
You could try setting the camera up as shown in the attached image. This approach gets the camera's world location, breaks the returned vector and zeroes the Z value every tick. Basically nullifying the Z component of the camera's movement. This way you can retain the camera within your player pawn BP and keep using the…
In most games that I've worked with if you have intersecting geometry you will have z-fighting (http://en.wikipedia.org/wiki/Z-fighting). It gets worse the farther the objects are from the origin (0/0/0). Yes, a tank turret should be a separate piece (two if your barrel has pitch). As for tank treads I'm not so sure; I've…
CE uses X+ Y- Z+ so yes you need to make sure you have flip y checked in NDO2 since it is by default (as far as I know) X+ Y+ Z+. HOWEVER, if you take a baked map that already has Y set correctly for CE3 (say from default max y-) and add detail on top with NDO2 using the normal to NDO2 option, be aware that having flip Y…