Duplicate your low-poly object but first you should triangulate it if you are going to import it in some game engine but if not then there is no need for it, but you need to duplicate your low-poly object and that duplicated object scale just a bit so it covers your whole low-poly object, and dont scale your low poly for…
hmm vig if I understand you right i suppose i would group the objects and use either the group's pivot or the objects pivot when tranforming. not as versatile tho.. nex does have custom pivots althoug I dont think its per object its just either use the object pivot or the set custom one
1 texture = 1 draw call = win I actually haven't tried it yet myself but I've been in situations where it would of been a life saver: smart objects. rather than try to explain it just try messing around with smart objects in photoshop to see what they do: layer > smart objects > convert to smart object
Just a shot in the dark here - Unless your wrist/hand control objects are constrained to a rooted control object [not necessarily a 'root' control object but just something that is ultimately in the hierarchy and those hand control objects are contained to that], they won't move when you move the root and the geometry can…
Update to version 1.20 Changelog: - When SNAP is ON and the sub-object element is selected(for example a polygon) Align Work Plane to Selection will align the work plane to the selected sub-object element if there is no valid SNAP coordiantes. If valid SNAP coordinates are avaolable(the snap marker is over sub-object…
I don't think Maya can ignore portions of a single model when baking, if that's a consideration. But if you have objects with the same material applied, you can use the hypergraph; right click a material and "select objects with material". Even if only a single face has that material, maya still gives you an object…