OK I am going to post the UV map and texture map. Like stated It should only help. For the UV's I did this. Selected the object, did the automatic mapping. Then separated them all out by what they were. Handle, front blade, coil, etc. etc...Then selected inside faces so it would select them in the big Maya window. From…
Ha weird... What I found is when binding bridge command to a shortcut from the edit poly group, you have to put ovveride toogle ON (it s a button next to Snaps toggle in max 2009). But weirdest thing is you have to click on the faces (for example) you want to bridge after you pressed the command.... Now if I am using a…
You may have extra UV sets associated with the meshes. If you have something other than the default map selected then when you combine meshes maya will switch it back to the default one. You can still find the other one in the UV editor, if you hit the UV sets menu is there another map in there? If there is another map in…
Glad it helps, texture atlases are a good thing to know how to use. To separate the different sections, I face-mapped the whole model first (UVW Mapping modifier set to Face) then with UVW Unwrap in Edge mode I selected the edge ring for one of the "boards", used the Edit UVW menu Select to convert the selection to Faces,…
Two ways I can think of to accomplish this. I’m assuming the spheres are not attached using a wire or controller because querying that would be the fastest way to find the vertex. So... 1. Get the position of each sphere. Then loop through the verts and get the distance between the verts and the sphere and if the distance…
If you select the model's name in the hierarchy view, the model will show up as selected in the scene view. If you double-click the object's name in the hierarchy view, it will shift the camera in the scene view to center on that particular object. That let's you know exactly which object you just selected. At that point…
one way to do it is to use is Surfaces>Extrude * make a nurbs circle Create>Nurbs Primitives> Circle * align the circle to the start of the curve * select both the curve and choose Surfaces>Extrude from the modeling menu * now you should have a tube. Select the tube and under Extrude set the Rotation of the extrude to a…
Somehow it worked once only. No matter what I do it's no longer working :( Some of the conditions I'm respecting: 1. Ensure each sub-material has an Image Texture node. 2. Ensure both Image Texture nodes point to the same image file. Assuming you want all colours into one file. 3. Ensure both Image Texture nodes remain…
Perna's got some good advice. 1. I try to avoid loops as much as possible and take advantage of the 3ds Max Mapped Function. This keeps your scripts speedy and shorter. The following will produce an instanced Symmetry modifier, which I tend to find handy. If you didn't want it instanced you'd need a for/do loop. I also…
So this might be completely wrong, but are you duplicating the normal from the other arm? If so have you moved the duplicated arm over 1 UV unit? *EDIT* Also to create a cage within maya just duplicate your LP mesh, then select all vertices, change the movement from object to normal then expand them out so they encompass…