sometimes i like to create a "new model" of my selected object. then I do an instantiate single, and scale it by -1 along the appropriate axis. then transform away. I really don't know the disadvantages to this yet, if there are any. once I'm finish, I move the mesh back to the scene root, and delete the model. Then I do…
what i do in maya, and this probably isn't the best way to do it, is unwrap across two squares. when i'm done, i scale them down by 50% across whatever axis is longest, then just export at the correct size with maintain aspect ratio turned off.
Buckethead is cool.... even though Axl didn't keep him, I'm glad he atleast exposed me to who buckethead is. I hadn't heard of him prior. Best in the World? not IMO... but still damn impressive.
I usually just eyeball it. - you should be able to move the camera along the axis it is pointing by opening the group , selecting the move tool , selecting the camera and setting the coord system to local - it'll keep the target where it is. It'd be interesting to see a picture of what your set-up looks like, how come the…
DarthNater: Thanks :) My workflow is pretty simple really. For those small, ornamental details I'm mostly using basic polymodelling or splines with Bevel profile modifier. I was slightly inspired by a piece I've seen on Silo forums a while ago, though I can't remember where it was now. Those swirls were modelled from a…
Why would you need 3 twist bones just for a forearm!? Surely 2 bones are all that's needed for a forearm to twist ... the first bone being the one that joins to the elbow (and could have its rotation constrained to just one axis), then another one halfway down the length of the forearm, that is also constrained, but this…
Viewport Backgrounds are VERY difficult. I zoom and pan all the time, and with VPB's I'd lose my reference if I do either. With a plane set back from the axis, it's still there in the right place. And as said before, I can also see them in the perspective viewport.
idea... I was once working on a similar script that would rotate flattend UV clusters to readable directions, because often they appear flipped (180 turn or 90 or just random). It happened to many times that I stitched wrong verts because things looked right but were actually turned wrong or flipped on a axis. For that I…
Rooster, what shortcut key did u use that when you move the verts/edge it constraint to 1 axis direction and you dont actually have to hover and click on the arrow? I came from maya and I use shift+mmb following the closest direction maya detect. I thought max couldn't do it before. update: Or was your mouse didn't…
SHEPEIRO: Thats probably not the best place for a door. Suppose someone needs to get in and the entire turret top is rotating? It would be better placed below the point of rotation, then lead into a vertical shaft that goes between the rotating section and the non rotating section. It could exit out onto a small portion…