I'm confused... You know that's the normal functionality of ZBrush, right? You zoom by holding alt, pressing down the stylus, then releasing alt while still pressing. To avoid it you just have to lift the stylist before releasing alt.
I'm very late to this awesome party, but I love you Mop. After some time having to use max at work and being back to freelance and Maya, I was depressed not to have that functionality built in. You made my day :)
ok many thanx, hopefully it will work.... i will try it today... this kind of problems "Long thin polygons will smear your UV's" are really fu***** up. Is there no button / function in max to make the polygons the same aspect ratio like on the mesh ?
Are you loading a Suite 1.x project in Suite 2.x? If so, that's likely the root cause - Suite 2.x is currently incompatible with Suite 1.x due to massive changes in the software backend and material library functionality.
@Xoliul - I used to be an fx artist so hopefully that shows :D There's also a light function in there which is hard to pick out but it adds to the movement. The lamps use emit initloc where I have one particle following another.
The tri planar node is awesome. Now that SD5 has been announced and advertises its own tri planar node, care to share how this one stacks up? About the same functionality wise but I imagine a lot faster?
Cool EQ, thanks. Couple of other quick q's, is it possible to: - Set a hotkey for creating Bake groups - Toggle show/hide high polys with a hotkey or function - Bake polypaint from ZBrush sculpts, similar to Vcols in XN Thanks :)
I also always use OS Native file dialogue instead. Much faster and has native windows functionality such as copy/pase, etc. directly in the dialogue window. There's no mapped network drives or anything similar which it might be querying?
Thanks guys! We FINALLY found the cause of this issue (failed to load a curves file needed by the hard-surface conversion function). It has been fixed (yay!) and will be part of the 1.7 release (as well as the preview build to be released today). - Teddy
5 Vertex Channels (Black, Alpha, Red, Green, Blue) with Black being the base. Maximum number of textures in a material (DX9) is 15, 12 if you check static mesh as it's only function. Maximum number of instructions (DX9) is 512.