start with simple shapes and objects you have around you. it's the best reference if you actually have the object! then work your way from there to a scene or more complicated objects.
well you model and unwrap one piece, collapse it, (this keeps the uvs you made in the object) and you just clone this object :) then you can merge the objects together and voil
Hello, i am new to using mudbox and i am using it just for texture painting. In maya i selected various objects and exported it as one obj. Then i import it in mudbox but when i started painting, i am painting all the objects at the same time...I know of the lock function but it's troublesome to lock every object. How do i…
Can someone here tell me why does Mudbox imported object always look faceted when imported back in Max ? Object in Mudbox Object imported in Max from Mudbox Is there a way to have my Max imported object look a little less faceted ? i know Zbrush doesn't do that. You can import your stuff back in clean with no flaws. Thanks…
Hello... I am colliding with an obstacle: I have hundreds of objects in 3dsa max (instances) that have to be instances in Unity. How do I export them from 3dsa max scene to unity with those instance bonds? Please help. I tried to replace objects with point - export - replace with prefab, but all my objects fly all over the…
I was wondering whenever i try bake my maps is there anyway to bake a tagent based normal and an object based normal at the same time using transfer maps? or do i have to go through baking object by object as tangent then re go through every object after changing maya from open gl or direct x if thats even possible?
I've been trying to get my head around some max script where I have a loop and I want to create and populate some arrays within the loop. I already have an array which I can use to name. -- get all object namesAllobjects = for g in geometry collect g.name-- get base object namesfor a=1 to Allobjects.count do( s =…
Also you can select multiple objects, apply UnwrapUVW which applies an instance of that modifier to each object and unwrap them as if they where one object or individually if you like. The advantage is that they remain as separate objects and don't need to be split back off after your done.
It will be a mixture of both. The framework I am following currently is: 1. Morph object. 2. Hide Morphed object with Rigged object. 3. Rigged object animates. I am working on a test video at the moment going through the process. It'll be up here in a day or two.