I found a way, when reading 'edit poly' mod docs but it's not documented for editable_poly: basically replaced #bridge for #bridgeBorder, and for baseobjects, for numbers: 22 and 23 that I got using GetCommandMode() : MacroScript EPoly_BridgeenabledIn:#("max", "viz") --polycountButtonText:"Bridge"Category:"Editable Polygon…
Mr Whippy : Thank you for clarifying last few blurry points ! :) WAW, thank you guys, that is just freaking awesome ! :poly108: This is what I managed to do in a matter of minutes : The Process : - Create a track along spline with a loft. - Extract the two borders of the road as splines. - Create Terrain using garment…
I had a skinned character in the scene - and some additional animated rigid hierarchies with some wired ctrl etc..... But it was a pretty simple scene in general, so mabye having multiple skin modifiers in the scene might still be slower Just a hint: When using the stats display turning off all geometry related stats…
I've been on this pretty hard since my last post. I didn't put too much faith in the decimate modifier, so I extruded and filled every last triangle. It was tedious, inefficient and above all BOOORING. I think next time I'll just decimate the damn thing and fix up any problem areas. After that I ran in to a myriad of…
Started on the back wheel today and made the footpegs. Not quite sure how they attach to the frame so held off on that for now. Theres also some hydraulic cables to go on top of the springy thing, but again I'll wait till I've got a bit more done before hooking them up. Finally I made the back section of the swingarm and…
Yeah Toomas is right, the easiest way would be without bones. You wouldn't need bones if they where all separate models. Just treat the objects as bones by moving each objects pivot point to the joint and link each object using the select and link tool. All bones do is set a pivot point and define a length which you…
Yep you're stuck making a 2nd uv channel and rearranging all the pieces, then in RTT instead of automatic unwrap use channel 2 (you probably already knew that) =/ Most of the 3rd party apps, pretty much do the same thing, with only slightly better results... I like using a second UnwrapUVW modifier it makes things easier…
In answer to your beveled box example, personally I'd just use the unwrapping tools in your 'UVW Unwrap' modifier, not bothering with any extra 'UVW Map' modifiers. Select each side of your box (including the beveled pieces) and just use the "Planar" option, aligned to the most appropriate axis for that face. By the end…
[ QUOTE ] I'm assuming at this point the reason is that I'm running Maya 5 and these files will only work with Maya 6 (full version or PLE). [/ QUOTE ] Can't use PLE, has to be full version of Maya. When you open the ASCII file with Wordpad or some text editor, this what it looks like: <font class="small">Code:</font><hr…
This is a 3D environment I've been working on artstation I also published additional images with sculpts and materials (https://www.artstation.com/artwork/kQYAL0) I would like to hear your comments and critiques. Here is also a link to the cinematic video I produced (https://youtu.be/75rVp1a5Gik). The original concept was…