If we're talking 3dsmax, Path Deform. Basically you create your geometry in a straight line as one piece of a mesh. Then apply the path deform modifier and select the spline, click move to path and bango =)
right but as far as i can see its still the original texture with the logo pasted on it, even if you finish it its still someone elses texture that you've just modified. start from scratch.
[ QUOTE ] Not me, I have a computer. [/ QUOTE ] Why the fuck do people always say that? All consoles are modified computers. It's so ignorant and ridiculous to knock on a console because it's specs are similar to a PC.
Okay, there is a way to keep the edges crisp, while having smooth surfaces. What you have to do is select the edges you want to be crisp, and give those a chamfer. Then slap on the turbosmooth or meshsmooth modifier.
Well, if the uv import correclty, just put an unwrap modifier on top. The uv are written in the mesh when you collapse your stack, so you don't need an unwrap modfier all the way.
Cheers for the suggestion but I think its different situation . I don't know, maybe its inexperience speaking but mayas history really seems flaky at best when compared to the shiny modifier stack
What does your modifier stack look like? (I bet it's in sub-object mode, and not collapsed) And what does the Object Properties window look like? (I wonder if see-through is turned on)
I've just reinstalled Quixel Suite on CC 15, but whenever I try and create a texture, all I get is the plain colour. Sometimes the texture does work, but modifying the texture intensity breaks it again; Any fixes to this?
I'm looking under the modify menu and the convert polygon edges to curve is not listed. Anyone know how to get it back or where it went. I've tried deleting my prefs with no luck.
MP9 | StrangeBlood: Used for: The face was vectorised with Adobe Illustrator, and the picture was modified with photoshop V1: V2: V3: V4: (Final version) Skin made by 'BoobieTM', art made by Hugo D.M, picture took by the international space station