Has anyone overcome this bug yet? Personally I really like the pre 2016.5 setup with the flexibility that allows me to both quickly click select single face, and marquee select multiple ones with center constraint. It's really a much fluid implementation. Even with the update patch, the problem still persist for me, Even…
just have the first snap magnet toggled..(the one with the 3)...un toggle the other one. Switch from vertex to endpoint...also make sure you turn off your axis constraints for the snap...also make sure your blue marker is turned on as well...it will show you where you will snap too....It also help to snap in the…
The letter stated: 'Due to new budgetary constraints we are no longer able to fund malingering parasites such as yourself. There are far more important things for the DHSS to spend money on rather than street drugs and cheap cider. 'Such as people in genuine need and those who require medicines available only through…
In this case I don't think even that's needed, it's just assumed the blue channel is white (set the blue channel to white in the top image and you get much the same output as the second image) with tangent space normal maps there's never really a lot of detail in the blue channel. All the normal perturbation is in the red…
Hello there, Sorry, I understood your question was about the "points group" option. I don't know about the "group" option. But yes, true it only works as expected when selected meshes are contained in the root of the outliner. If these meshes are contained in a outliner's group, Maya converts the separate obj into…
Edit edge flow, Slide edge and Edge constraints will help you a lot with maintaining nice curvature. But I suggest you to study other peoples topology. Also theres a thread already for this https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking#latest
Yes then you will need to use planes, or very very simple shapes. Convex hulls, basically. It will be better to work with the client to rethink their level design. This is a common newbie mistake, choosing references or concepts that can't be made properly for the target application. The designer needs to design within the…
I am animating them both in engine for the reloads, I use the link constraints (for clip) and then I export them separately to the engine. I don't think this is the best technique though, if your willing to give me a better workflow that would be SO helpful. Or any links to better documentation and I am using 3ds Max 2016.
I'm not exactly sure what you mean Nitewalkr, but the eyes are spheres that were exported from max, I only used them during sculpting as a guide. Once I finished sculpting the mesh I made new eyes in max, with a look-at constraint so that they would follow the camera. I'm rendering the end result in max btw, not zbrush.
@Chrysanthi np, it's always nice to help. By the way, now that you don't have a time constraint I am fully expecting you to blow my mind with the end result. I grew attached to this concept because I both have a weird love for mecha musume and you listened to my suggestions while developing it, do not disappoint me :)