Hey Everyone, what are your thoughts Pipeshoving secondary objects into main objects to achieve the final result VS Simply connecting you assets to existing objects? Which is more preferable in terms of performance in-game engine as well as what AAA studios prefer in portfolio pieces? I know connecting objects will add…
Hi! Is there an easy way of copying UVs from one channel to another for the same object? I got some objects UV mapped but the maps are for ch1 - now I'd need ch2 for lightmapping and in this case the existing UVs would do fine. So now I just need an easy way to copy the UVs to ch2. There's a bunch of these objects, so…
There is one object (and all of it's duplicates) that I can't scale for some reason. I can only scale it if I select and scale all the vertices. The scale gizmo looks like its working, and everything seems like it should be working fine, but the object itself doesn't budge. I can move and rotate it however. Other objects…
Every time I reopen the scene the XRef materials have reset. - I tried assigning a normal material to the XRef objects and it resets. - I have tried assigning a XREF material to the Xref object and it resets. - XRef Materials Overwrite On/Off gives the same result. - The XRef object does not have a material in the XRef…
I have been wondering if there is a way to extract textures from an object or its materials in 3dsmax for further painting in Photoshop. Say for example u assign a diffuse texture to an object and adjust the texture tiling to fit the object, is there a way to extract the diffuse texture again and save it out like a uvmap…
Is there a possibility in Mudbox to sculpt repetitive objects simultaneously? So that when I sculpt on one of them, the others take over the same sculpt? The objects have slightly different geometry, but identical UVs and topology. Looks like this (it's supposed to be a trilobite), and I want to sculpt the 12 segments:
Whenever I mirror any objects in 3DS max and import them as FBX files into unity they appear flipped. Is there something I need to do inside 3ds max to stop this from happening. Is this related to the objects pivot when it's mirrored in 3ds max?
**solved** I've had little luck finding a good exporter to use with multiple objects in a maya scene. I'm looking for something that will do a fbx export to a specified directory using the object's names to generate individual files for each object. Using Maya 2016.
Seems like viewing object space normal maps in marmoset already works ok, so it would be really nice to get the option to paint/edit them in the painting tools. Doesn't seem like there's anyway to do that currently unless I'm missing something. At least not in a way were you can get a live preview of their effect.