ok, feel like a newbie asking this but I'm stuck with a UV problem in modo. I have a model with all sorts of primitives all scaled, translated and placed differently in a scene. I want to planar map the whole lot of them from the front (lets say x) so that objects lower down appear lower in the map, and objects high up…
Hello ! Does anyone know how i can keep UV on instance objects even when i have to attach one of them to a different model ? The thing is when i have all objects separate and they are on instances everything works like a charm. But... in final version of my model everything have to be combined and those objects what were…
Heyoooo Folks! Happy 2015 to all ya'll! Got a quick (and probably simple) question for you guys. In Maya you can change multiple, separate objects to vert mode at once so you can manipulate them without them being one object (unlike 3ds). I'm having selection issues doing this though because I cannot simply marque drag to…
Does it do that when you create a cube in that scene or does it just disappear on the object you're working on right now? If its just that object you could probably click center to object with affect pivot only turned on. OR you could create a cube, attach your mesh and delete the cube. OR you could merge your object into…
You only have one UV-set (map1) but you have several objects selected, that's why that list is so long. High Quality view is really (!) slow with multiple objects, especially if you have a big texture. Even if every object have the same material. Try merging your objects (if you can) and you will notice an increase in…
2. Modify>Snap Together Tool.. click your faces then hit enter. also, in your bush terrain example specifically, google up the 'Modify>Paint Scripts Tool', you can paint your bushes onto terrain. 4. Modify>Replace Objects. replaces all selected objects with the last selected object. 6. Modify>Convert>Instance to Object
Hi, Thanks for the video. I am trying to create a simulation where the object has to break apart and fall down. I tried using the blender fracture tool, but that works only for certain objects. But the voronoi cell fracture addon works great for fracturing the objects on collision. But how do i make the object break…
For the Tangent Space normal maps, it looks like at least one of the channels (either Red or Green) are flipped. For the object space one, I believe you can't mirror object space normal maps unless the shader explicitly supports mirroring with object-space. The reason your mirror half is lighting poorly is because the…
I guess you should merge everything into 1 object, unwrap it and separate it again (if you need). By this way UVs are scaled the same across all the objects but small objects may have not enough texture resolution. I think the best way is to merge objects into groups which should have pretty equal UV areas and use UV…
Regular pathdeform just deforms your object to be the shape of the path wherever it is. Like aniceto pointed out the World Space Modifier allows you to move the object around in world space to the actual path. Use the vanilla form if your object is already placed and just needs a new shape, use WSM if you need to move your…