http://www.scriptspot.com/3ds-max/scripts/unwrapaligntools These work well, not on multiple objects however. The "Collapse Selection to single point" is very useful for stacking identical shells on top of each other, though again, it's limited by not being able to use it on several objects. For this kind of stuff,…
Remember that you need to manually adjust the low and high objects, so that every low poly object is a little smaller than the high poly. To make this easier, one thing i personally do, i give the low poly green material, and the high poly red material, and i carefully fix the geometry so that i cannot see any green
I noticed that I can clone a bunch of animated objects and they retain their animations, but not the look at constrains, that seem to be pointing still to the old reference items, since I have too many look at setup objects, licate the landing gears to that they work fine also with the proper look at instead than them…
If you are trying to make your object seem self-illuminated, try plugging your glow texture into the Ambient Color channel. If you want to change the color of the glow, just add color to the texture! The 'glow intensity' in Maya is just a post-process effect, it doesn't really change the underlying object and it only…
Great looking stuff guys, quick pro tip when using color id's it is best to make more colors even though its the same object because it will allow you to have more control per object with tiling and materials. Limiting yourself to only using a few colors and large id chunks will make it harder on yourself to get a lot of…
You have to freeze the transformation > clear the transformations and double click the rotation button to pull out a menu for the transformation to switch to global transformation from Local. This happens when you have too much history of rotations on one object. EDIT: Be sure that the object is selected before you freeze…
Hi Thomas, the game looks beautiful actually. How you guys deal with all the 2d objects one over other that you show in the video, are all static objects ?. And talking about the plants and leafs the movement uses bones for the deformation or are you using some kind of mesh deformation? I saw the same deformation on some…
Hey man, i am glad i could help. But, be sure to delete only the history that is not needed! For instance you could use "Delete non-deformer history" instead of the entire history and only for the selected objects, because if you delete the entire history of every object in the scene, maya could delete skin clusters and…
To me, because your high poly model has a smooth edge, and on your low poly it's very sharp, the values are conflicting. I get this all the time, best option is to probably chamfer the edge because you can't do much with the smoothing groups here i don't think Are you talking about the edge of the object or the line at the…
seems like most programs I deal with start you facing down the z-axis, y is up, and negative x is left. And when new objects are created their local axis copies that. So pretty esay to jusut stick with that unless you are invidually placing unique objects in a composed scene, or you have a boss telling you to do something…