Hello, I'm just getting into sculpting with mudbox 2011, and got a question about working with multiple objects. For example, Imagine having one object as your character and another object representing some sort of belt. I imported the 'belt' object later, after I did some sculpting on the object I started with. Now I just…
By increasing the material's glow past the limit, the bloom is "activated" by it sooner, making other bright things in the scene less bright by comparison. So those other objects shouldn't glow anymore. Set the object's glow really high, past the limit, then play around with those bloom settings again.
This post is really old, but I've run into the exact same issue. I'm trying to offset my scatter object in the Z axis, but if I enter a value like -500 trying to get the objects to sink into the ground a bit, some go up and some go down. What gives? It's not placing the objects based on the pivot either. Really irritating.
I can't seem to find a way to do this. I want to bring in quad mesh in, do some minor sculpting on it, and export as the same topology with the same UV's. I can import a mesh with quads and UV's as a paint object, but to get a paint object to sculpt room or too retopo room and then to sculpt room it always seems to get…
The model I'm currently working on has too many objects for what I need to do. Does anyone know of a way to combine objects, but preserve each object's UV map?
Hi everyone, I've got a question about using XRef objects in 3DSMax. Is there a way to add a child to an object that is referenced in another scene, and get this child on the scene where this object is referenced? I've made instances of this particular object, so I would like to see this child with every instanciated…
to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement
this one has puzzled me... I'm working with models from the old DeEspona collection. The house in the video consists of a main object (polygons) and some other kind of objects for the glass, doors and frames. The main polygonal object is fine, but I don't know what kind of object the glass, doors and frames are... & I…