Hey to all, As the title says, is there a way to essentially use the edge of a mesh in order to use it rotate it or align to that edge. Think of UV mappings (like TexTools) Align function, but for a mesh in World space rather then local or working. Cheers in advance.
I want to make the intensity of the emissive flicker with a timeline but I am not sure why its giving me an error. Blueprint Runtime Error: "Accessed None trying to read property Matr". Blueprint: ROATE2 Function: Execute Ubergraph ROATE2 Graph: EventGraph Node: Set Scalar Parameter Value
Hi guys, If anyone is interested in animation or looking for a good body mechanics rig then this might be of interest. https://gum.co/deerAnimRig It features low resolution mode for speedy playback, textures for nice playblasting and a lot of useful functions such as space switches on controllers and ik control in both…
hi there, I don´t know if it was requested/suggested already - but I think a round edge shader option/function would be nice! blender and MODO have this already and it would be cool, if Marmoset could, as well. Imagine baking rounded edges on low-poly meshes within the marmoset-baking workflow !!! Cheers
How do you measure the exact dimensions (height/width/depth) of a static mesh in units? I do not want to get the relative scale of the object, that is a value that defaults to (1,1,1). I want to retrieve the exact height of the static mesh in a blueprint in units. (Comparable to the measure function in 3DSMAX).
Alright I have another question regarding the curve mode function of insert brushes. Is there a way to draw out a curve straight out of a surface? Kinda in the direction of the surface normals? Because currently it just draws it along the surface and that's hella annoying! Here's a picture showing what I mean:
Hey there I feel stupid for asking this, but I couldn't find an answer in google or the forums search function. Does anyone know how to increase the texture size used for bitmaps in the Max viewpoint? My bitmaps are of good resolution, but they show up in a very crappy resolution in the viewpints. Thanks in advance!
You would want to make use of Painters Matching by Name function. As a side note: If there are many repeating texture chunks as in this case, one can maximize use of texture space by stacking UVs (create a selection of boards, assemble game meshes from those) and/or using tiling trims (e.g. for metal strips).
Looks awesome! I'm a bit confused about what the scanned mesh is being used for though? Are you going to bake from the scanned mesh to the high-poly you're mentioning? Or is the scan just functioning as a kind of 3D reference?
study environments is really helpfull, i actually open up my kitchen sink to see what are the components and what is their function just as extra because all these is part of learning. you can also try arimus 3D(not promoting) but the individual does have something helpfull for all artist. it's fine to try university or…