Try creating automatic polygroups, which should throw the eyes into their own group. You can then try either hiding them and hitting Del Hidden, or hide them and hit the Make Polymesh 3D button (although I don't think that would preserve any UVs if the tool has them).
When i'm pressing project folder button, dialog window appears in strange position. Is there any way to set default position like on second screenshot? At this time i have to manually drag window up to press "ok". And i do this everytime when choosing project folder. Any ideas?)
It's a long shot, but you could try unhiding the verts in Editable Poly - press 1 to enter Vertex mode, and then click the Unhide button on the control panel. :smile: Sometimes Max does wonky things like hide verts - I've been using it for 15 years, I'm just used to it by now.
OOhh! i forgot to mention to press and hold "control" and then move along desired imaginary axis. press [0], and hold ctrl + move to snap in the axis. It's so natural to use this method that i don't even think when i use the control button. (i will edit my post sorry)
I tend to do it one loop at a time. I've got some scripted buttons that work like maya's align uv tools so I can align to top/bottom etc. Extents If it's on a cylinder I just use a cylindrical unwrap with normalisation turned off instead of fannying about
there are some severe problems with projection master.It projects too much.I wish there would be somekinda slider to control depth value. I tried mask by intensity but it failed.When I press "mask by intensity" button under "masking",no mask applies.In photoshop I painted with pure black. Here take a look
Everything is automatically seamless in SD by default but you can break the tiling if you use arbitrary transformations like a rotation that is not 90 degrees or an arbitrary scaling. When scaling try to only use the "/2" button only or use one of the nodes in the Transforms category, but these will only work with…
aFaces = (polyOp.getFaceSelection $) as arrayfor currentFace in aFaces do( aVerts = polyOp.getFaceVerts $ currentFace polyop.setVertSelection $ aVerts $.connectVertices()) drag and drop this onto your UI and name the button, This will only work on editable poly objects. Its more accurate than converting the face selection…
But, quite clearly CB is the more preffered option? Well, in terms of awesomess on the eyes but then again, you don't generate maps do you? Plus, it's not free. I was gonna say the word "Crack" but then this would turn into a 57 page thread :) Or in Xnormal do you just have to "hit the right buttons"?
http://www.donationcoder.com/Software/Skrommel/index.html#ShowOff I was looking for something like this too and this thread popped up in my search. Nice little tool, free, and even handles thumb button input. Though it doesn't seem to register mousewheel, despite those features being listed in the ini file.