If it's only boxes or walls that you texture you can just use the Max uvw map modifier, set it to box and put in the numbers you want. You can also move around the gizmo in the modifier to align the textures with your other box/wall.
To move the UV's around you could add and Unwrap UVW modifier (collapse the stack, and add and Unwrap modifier on top of that). If you then click "Edit" you can see the way your UV's are layed out, and you can finetune them. Hope this helps
There is the UV XForm modifier which lets you translate and scale etc. existing UV coordinates. Parameters are animatable of course. This is a per object modifier BTW. If you want it for the material animating the UV Offset is okay , why not ?
yeah splines + path deform modifier is what i would use is max after that i might use my wrap script to adjust the belt to the underlying topology and then apply a shell modifier to give it some thickness
i make usually make and instance and have that one with an adjusted axis/did you try selecting the vertices or edges on the boarder you would like the mirror to weld on when out selected the symmetry modifier ,if you do that then try to rotate the mirror into place in the modifier
yeah i have collapsed both modifier stacks for the low and high poly. am i supposed to leave anything in either of those stacks? for example not collapse my uvw unwrap on the low poly? or leave my reset xform modifier? thanks for your help!
Yo mama is so fat that FFD4x4x4 modifier does not help with her diet. Yo mama is so fat she needs to use Bend modifier to reach down. Yo mama is so fat she must use snap function to position herself on the couch.
As explained in the "Surface-Based Asset Generation" thread the 'secret' for clean bevels/chamfers seem to be to inset each 'plane' of the mesh first. If we could get an 'Inset' modifier with a "by smoothing group" checkbox or if that is simply added to the chamfer/quad-chamfer modifiers we should be in the clear.
Before exporting, set your normals to explicit with a edit normals modifier and also add a reset X-form, just in case. When importing, rest the normals with an edit normals modifier. If that doesn´t work, edit smooting groups by UVs with Xnormal and reset the normals.
Hey there, i baked now with a cage. i gave my lowpoly plane an edit mesh modifier and an projection modifier and placed the cage. after i exported it as sbm and tryed it again but nothing changes at all. (in xnormal i put the function "use cage" on the lp on)