Any reason you'd "force" yourself to use it? I agree that it's nice to have a ton of screen real estate, but UI is integral. You may be better off getting used to some interface for unavoidable/unhotkeyable things like access to the modifier stack, uv windows, ribbon tools etc :)
Revel yes, i did that, but for some reason some preferences like the ones that i said don't save, with the custom menus, custom hotkeys and the custom interface i have no problems but with what i said in the first message it didnt save that
thats awesome, I used to use mudbox 1 back in the day, really loved it. Especially the interface. to reiterate what polyhertz said can we not combine meshes like dynamesh allows? I take it that comes under no boolean tools then.
igi - yeah I usually uv in Modo (loooove uving in Modo), export, use script to assign smoothing groups to uv islands and export to engine. WarrenMarshall - on luxology forum someone posted max like interface for smoothing groups (>>LINK<<)
I'm slowly learning Max again so I would appreciate if you share the technique. My main complaint about Max is its interface. Out of all modelling packages Max is the hardest to deal with for me. Modelling stack though...
Thank you! I will surely buy the course and start learning Maya. Would jumping in the course of Tyson Murphy and Tobias Koepp will give me the gist of Maya's interface? Or should I just start from scratch and learn Maya first?
Looks like it'll need a separate interface with MikkTSpace, it's not the same data that's passed to the method BuildSkeletalMesh and it also includes a lot of stuff for weights and chunks (material IDs) that isn't a problem with the static stuff. Not going to have time to look further into it tonight :/
with these skills you may have an easier way entering the industry via a tech-artist / pipeline dev role rather than jumping to game programming directly. production pipelines are increasingly networked, database backed and accessible via web interfaces.
Either that or making the arcade version. lol. Not really. Loved this game when I first saw it in the arcade with the large two stick controllers made the game very interesting interface, but the console control still made it easier to pull off the moves.
Option A: Record action masking alpha and run batch on it through photoshop. Option B: Python or Mel tool, heavily leaning to python as it can interface with photoshop. If you can post what you want, I can take a stab at it.