Why are you looping while an object is being created? That would probably slow things down for the user. I feel like I need a large snippet of code to help you better. What are you doing to the object when it is done being created? You can call objects[objects.count] to get the last object created. But that's only reliable…
Maybe preventing specific objects from casting shadows onto themselves could be a fix in a way that doesn't create any other noticeable issues. And the AO map would then compensate for the areas that will be getting less shadows as a result. Disabling Mesh > Cast Shadows does this, but that option also prevents the mesh…
Copy this into a maxscript window and read the comments. I think this should do what you needaSelection = ( selection as array ) --store the selection in an arrayaDuplicatedObjects = #() -- create an empty array for storing duplicated objectsfor i = 1 to aSelection.count do( obj = aSelection[i] --pull the object from the…
Hey guys i switched over from udk and i'm wondering whats the best way to go about importing objects into unity that dont increase performance use with modular pieces. It seems as though the workflow is to simply save a maya file and import that into Unity. However is it possible to avoid unity seeing it as a new object…
Hey guys, I have to do a big landscape scene in maya with many different buildings and objects. I read that max has an option to handle many highpoly objects as one "instance". Is this possible in maya too ?` Maybe in combination with meshlab ? // - i dont mean grouping or combine objects ;) Greetz, Alpha
my objects in blender are transparent in solid shading mode after I switch back from wireframe shading.. but if I never used wireframe shading the objects are solid as they should be when in solid shading mode.. bug? what is going on? Also when I am in the modeling tab solid shading is fine (not transparent)
Hello, Can someone tell me what i need to setup in max to avoid edges on objects when a normal map is projected on them? I set the padding alreday to the max of 64 but it doesn't change a bit on the object. Same object without stiched UVs works perfect, basically just the stitched areas show the edges in the engine or…
Hi guys, I have a small question about texturing large objects (or I just confused :| ). I have a fixed texel density 1024 per m2, did I everything right (include TexTools settings) or I should keep all tilling objects in in 0-1 UV space? Thank you!
Hello guys, I need a great help, I'm making a simple object using ZModeler and the Insert Nanomesh feature. The result is this below: My question is: How can I export this object to a gaming engine with the nanomesh details? My main object is already lowpoly, what is the workflow when using nanomesh? Thank you
i, I'm thinking of buying megascans' assets for quality and optimization. I did a test with a free one but in the unreal is wrong, the uv is not in agreement with object Do I have to do something else to work? help me, I have the card in my hand to buy unreal and uv images of the object downloaded directly from the site