This is an isolation bug if I'm not mistaken. Maya is trying to include additions to your geometry into your isolation view. I think it has something to do with the face order changing so it's including the wrong geometry. It's completely fine, albeit annoying. If you want to turn disable this, er, "feature," then you can…
Try placing one part of your object, then duplicate it with ctrl+c, ctrl+v. This will make a duplicate object in the exact same place. Go back to the content browser and select a different piece. Right click on the duplicated piece and go to "replace with" --> your new Static Mesh piece. As long as the pieces all share the…
One way to tackle this is to set a reasonable texture map size (e.g. 512x512) scale the uv's to produce the required texel density and check if they fit into the 0-1 space. If not you have to use the next bigger valid texture size (e.g. 1024x512) and check again - or - if there is too much wasted space take the next…
A great way to find talent is actively seeking them out (networking). If you find an artist doing characters that fit your game, ask them if you can use it for you game. For example, I was recently putting together a texture set that matched another polycounter's game concepts. He contacted me asking if I'd let them use…
This should work. Some untested code: cmds.select(cmds.polyListComponentConversion(tuv = True)) Then transform 'uv' to U=1,V=0, then transform the inverse selection to U=0,V=0. I've stored various things into vertex colors and UVs. On my previous project I stored transforms for morph targets on a static mesh. So there ways…
Here's the thread, http://boards.polycount.net/showflat.php?Cat=0&Number=91531&an=0&page=0 Glad it's working out. PaK, good point. We've been simply using the same heightmap asset as the source for both the normalmap and the parallax map. First the engine converts it to a normalmap (for the detailed micro bumpage) and then…
Hi Gerbeiter, here is a little script to do the trick. rollout rolTest "Detach Elems"( button btRun "Detach!" width:90 align:#center offset:[0, -2] function detachToNodes oPoly = ( if (classOf oPoly != Editable_Poly) then throw "Wrong input in function: detachToNodes()" local iNumFacesLastElem = 0 local baElemFaces = #{}…
With tiling textures, you still keep your shell within the 0 to 1 space because the texture tiles. There's no need to go outside, it'll just be the same texture. Tiling just means repeating in a direction. Tiling textures repeat in U and V directions. Trim textures usually repeat in one direction, either U or V or Harry…
I'd keep an eye on ~0:05, the linear speed that the character climbs up the ladder kinda breaks the flow of the narrative. It'd be better for it to desperately to climb up quickly and slow to a tired stop near the top, or inversely struggle to climb up slowly before reaching the top at a desperate speed. At ~0:07 the…