This is my first time trying to fit this many objects in a single texture set (table not included). Additionally, after receiving feedback that some of my models are too low poly, I have been more generous with my models.
If you just need it to rotate it around an object you can select the object to pivot around, select the object to rotate then parent constrain (maintain offset). You can then rotate the pivot object and that'll rotate the other object around it. You have to go to the hierarchy afterwards to delete the constraint and zero…
Hi there, this is the first beta-release, so there may still be a lot of bugs, limitations and only a basic amount of features ;) But since it allows you to place at least existing objects with the tools of maya, it may be useful to some of you, so we release a first version. I created this thread so we have a clean spot…
Duplicate Special and now with symmetry in modeling toolkit pretty much are enough for symmetrical modeling i do. But i wouldn't mind to have symmetry like 3DS max... for example something like "Mirror Cut" tool but with symmetry for not only auto welding on the middle but to be able to edit that mash while still retaining…
Thanks Monster!! I did it like you said via a dotnet timer and it works great! The only thing i miss, is a function to show all active dotnet eventhandler currently running. Because i'm not 100% sure if the timer is deleted completely. Anyway, it works! Here is the code. If you are interested why i do this: i use a script…
Hey Guys, after quite some time here are some new scripts, they are not huge but they can help you work faster. Smart Extrude: If you have an edge selected it will perform an extrude and switch to the previous tool: If you have a face selection it will duplicate the selection to the same object and switch to the previous…
About floating objects casting AO shadow : if I understand correctly you could get around this thanks to the Zbuffer. Basically you render the AO shadows using the screen normals so there is no notion of what blue plane is in front of what blue plane. However the Zbuffer can tell depth relationship between objects. I would…
Hi All, I am about to try to sculpt my first full character model (for game asset) in mudbox and my question is this; am I likely to get better results by importing and sculpting the whole mesh as 1 object, ot by breaking it up into separate parts? My concerns with leaving it as one object are that firstly certain parts of…
Yep everyone just deals with it, there has been a few pushes by a lot of communities but to problem seems deep rooted and is difficult to change. Here are some tips that should help you deal with it. The very tip of the mouse pointer is what counts in max... So the bulk of the pointer doesn't matter. So if 90% of the…
ya a feature i maya i miss in other applications, i use it a lot when UV identical obejcts, so instead of having to delete a bunch of things UV one and copy back you can just transfer UV between objects with the same topology too with that too, amung a few other cool uses.