This script acts just like the edge Connect button on an editable poly object, but it will also raise of lower the new vert to keep the overall curvature of the object. So if you connected the edges down the length of a cylinder with the normal connect button, you end up with a new edge loop but the cylinder now has a flat…
I posted this in the other thread, but I would like to make a knew one that is specifically for the topic. I've been thinking of using spherical coordinates to describe my normalized bump maps. I believe you could do this practically by rotating a spherical coordinate system around the Y axis and adjust you angle values to…
Hi there im making a list of essentials i will not be able to find in Europe for one reason or another and i was wondering who has lived in Europe and the states can offer some ideas on anything i might have missed or is too expensive over there. Here is what i have come up with Bottle of Jack Daniels (1) liter for cold…
For my scene over in P&P I've been using a temporary light setup of 1 Dominant Directional light. It was something that A.) I could get to bake and B.) Was enough for me to see the environment as I worked. This week I am putting emphasis on establishing that scenes atmosphere and I am tryin gto get NON dominant lights to…
Hi, I know this is a very frequent problem and there are many threads about it, but I have searched a lot and I haven't found any solution. I have baked a normals map in Max with the follow result low poly -> http://www.polycount.com/forum/attachment.php?attachmentid=7879&stc=1&d=1357480576 high poly ->…
Cross posting in case you don't want to wade thru the whole thread to git to the end results and a modifier revision: most folk r using the alt rmb fer scale navigation in Maya. Now that the Roger is alt rmb-n' wit zSwitcher... tis time to free the key and un-scramble my brain's viewport. ( new hot key is ctl-mmb ) (…
Hi, I have tried to bake a NM for a metal fence. I tested baking with multiple version of LP. Normal LP (500 tris) + Smooths groups to 1 Normal LP (500 tris) + Smooths groups to 1, 2 and 3 and Optim LP (256 tris) + Smooths groups to 1 Optim LP (256 tris) + Smooths groups to 1, 2 and 3 It works pretty well, but I have a…
Looks like Soulburn is using detach function, so it probably breaks normals aswell. I do the same as you : copy the object and delete faces. Dealing with normals is painfuly slow. Works only for editable mesh. I did test on a simple object, so, if it does nothing, it's because it crashed :p fn getElements obj=
( f =…
select the meshs then run this (first mesh selected is the one that'll be kept): allSel = selection as array if allSel.count >= 2 then ( keepMesh = allSel[1] delMeshs = deleteItem allSel 1 ProBoolean.createBooleanObjects keepMesh delMeshs 2 0 0 ConvertTo keepMesh Editable_Poly ) else (messageBox ("Please select at least 2…
Back again, after more testing. Still havent been able to get rid of the seam that is visible on the top of the cog. Did 3 more tests, and I still feel at a loss with regards to understanding how UV's seams, normals and "to cage or not to cage" fit together... Test 1: Done in substance painter, with a low poly cube that…