I haven't played around with it, but I've heard there's also a way with the Projection modifier to project Skin and UV data between meshes with dissimilar vert counts. Got a UV tutorial around here somewhere.
thanks guys! hmm, didn't notice that, though and i don't think its that big of an issue most people wouldnt notice it(and i wouldnt know how to:poly122:) maybe using a twist modifier?
Most 3d programs would have a "loft" tool,modifier or option. Maybe telling us the software name would help answering him mop...hmmm...he may just have a point...
What about keeping it like it is but have the thread creator be able to modify some icons (seen next to the thread topic) that say if its wip, finished or fall into any other category that can be useful.
Not sure how it's locking the object on creation - that's very strange. Can you select the object and go to the hierarchy tab on the modify panel then look at the link info tab? Are any of those lock boxes checked?
It is intended to be high poly, but sadly work has been sucking away my time to work on it. But, yeah, also gonna be my first attempt at doing high poly modelling without cheating with a modifier.
Vig: Why not just have a UVW Map modifier sitting on top of your stack with the UV channel on 99 or something, then it doesn't matter what other modelling/UV changes you make below it.
Wireframe. Most people prefer their pimps with the wireframe overlayed over the model, like this. Usually that's done by duplicating the mesh, scaling along the vertex normals (3ds MAX: Push modifier) and applying a wireframe material.
Thanks all Quick question, how do I get the texture to stop repeating? Applied with UVW map modifier (new to 3DS) Should I just Unwrap the plane and plop my texture on?
It's not an image sequence, it's an animated shader. Often this is a texture (noise) scrolling across the model, distorting the UVs of another texture (rocks). Look at my Sketchbook for an explanation of how to do it in Unity. To do this in Skyrim, you would need to modify the game.