Hey thanks for the reply. I don't understand tho. I had reset the scale - I probably resized at some point. I've uploaded a video of my process. Maybe you can tell where I'm going wrong. One difference I see in your image is that the Z dimension is 2" - if I set mine it completely collapses the circle. Please view video…
Hey! For my final year project I made an environment in UDK based on a concept from Deus Ex: Human Revolution. Bellow is a link to a video of the apartment. [ame=" https://www.youtube.com/watch?v=Kc6eOt-EIiY"]UDK - Deus Ex Apartment - YouTube[/ame] Any and all questions and crit are welcome. Sean This image has been…
here is the code... set grid to a certain spacing; macroScript Macro18 category:"DragAndDrop" toolTip:"" ( setgridspacing (2) ) that sets the grid to 2... I made this set it to, 2-32 since those are the options I use the most. and a set that increases or decreases the grid... here is the code for that... this increases…
http://www.sweethome3d.com/features.jsp This was a surprise find and a bloody good one as I have been looking for a quick and simple tool for floor plans so I thought I would share it. Top view is your planner and you have a nice 3D view under the planner (the 3D view can be viewed on a second monitor). You can also export…
@Noanoww "okay, so every hard edge has to have seams?" To understand it fully, simply observe the current normalmap of this area (and also post a screenshot of it here, for the sake of future people potentially viewing this thread) : The cause of these artefacts will be pretty much self-evident once you look at it closely.
Max doesnt get confused, it's just rotation around your previous focus point, so you must update this point frequently. I press Z like 1000 times a minute. Whenever I make a selection, I make sure I press Z so I can rotate around that selection so I can zoom and pan with that view in focus. What helped for me, is to use…
While viewing through any camera, including the perspective cam, go to View > Select Camera on the top left of your view port. Then press ctrl+A to open attribute editor. (There's also option to open the attribute editor in the view menu too.) In the attribute editor, scroll down a bit you'll see a tab and a check box to…
is this for working from references- if so- load the map in to a material (tick show texture in view port button(bellow material viewr)) and assign it to a plane, add a UVW mapper modifier to the objects stack and scale to bitmaps size (use tool) then possition behind model. hope that helps
Greetings, I'm making a car asset for use with game engines. Currently, I have a 256x256 texture map assigned, to give the car model a pixel art look. The car is meant to have a LOD variation model, and a separate interior view model. It will also have different paintjob options. The entirety of the car model is already UV…
Use project from view <3 EDIT: Bit more explanation - set your view to look straight at your UV shell in ortographic mode, you can do this with the numpad keys, or, if the shell is facing in some random direction, then select that big face in the middle and press shift+numpad7 to align your view to the face normal. Then of…