Did you read the help on it? Never tried using this tool, but by reading the help my guess is you select and load the source characters character set node and then select and load the target characters character set node. Now you should be able to map different character set attributes in between those. Doing swizzles etc.
Actually it would be nice if when I with a face selection that I end in face component mode instead of dropping to object mode. I do have cases where I'm pulling the same set of materials across similar-but-different objects, so not having to re-enter face selection each time would be nice.
Synaesthesia, Unfortunately it didn't work. A quick experiment I did was loading my mesh, created a paint layer and painted the head, selected the beard and created a paint layer (head paint disappeared) and when I was going to try and paint the beard nothing was happening (I'm sure beard was selected). This is one of the…
Hmmm, well, the few times I've needed to do that, you can use Get Shape From Selection in the edge selection rollout to turn any edge loop into spline - so if you do think splines with be the best solution, you wouldn't have to make any new splines, just turn the topology of the mesh into splines.
If you ever need to be able to select different matcaps and see them update on the subtool (i.e. the way a new subtool will behave before a material has been applied to it) then just turn on M, choose the 'Flat Color' MatCap and fill the object. It will then display the currently selected MatCap until you colour/polypaint…
That would be the case i thought he meant that there is a polygon, but no intersecting egdes.If there is no polygon connect doesn´t work thats right.that is also the case for the cut tool.So you either have to bridge it or select the open boarder(Border sub-selection mode) and hit Cap. Or Like Ghostscape said you can use…
Look into smoothing groups - a good base to start out with is select all the faces and click auto smooth in the Polygon:smoothing groups section of the command panel, experiment with different angles. You can also select individual faces and manually assign them to a smoothing group. The border between two different…
I know you can, because I've done it. But it's been too long for me to recall the process. I used level loading to have multiple stages overlaying each other, so that I could have a level selection screen which displayed the whole level selected at a distance and used shaders to warp it in/out.
When you say buggy your not kidding, It refuses to select the blend I'm clicking on and randomly chooses just about anything and then when I said fuck it and tried to carry on regardless with it's random selection it crashed max :expressionless: I think to save my self the grief I'm going to have to use wire parameters
ok so ive attempted to try the method that dustin suggested out and im getting stuck on how to create selections that go at almost a forty five degree angle so from top to bottom. I using the marquee tool on the selection mask and once I go to transform it at the angle I want it takes that piece with it