Is this a bug in Softimage? I just can't imagine box modeling without this function. And using animation seems like a bizarre workaround. Thanks for all the help though. Can Max and Maya do this function?
Lady Death Fanart Collectible: Part 7 Cuts and keys Hello guys, this is the final entry of this process, it’s a long post but maybe you can find some useful information. Cuts and keys Before explaining my process to create the separated pieces I must say that it’s mandatory to understand how scale works in Zbrush. For this…
Hello Polycount! Here is an article/tutorial I wrote yesterday and basically it's about creating a turbulent-like movement for particles without using a vector field or similar. It felt better reposting it here rather than just linking to my website (good or bad idea? layout got worse). I'd love to hear your thoughts, if…
Alright I found a way to do it. So in NSUV select UV island and use the function "GetTexelDensity" then select another UV island which is same and use the function "SetTexelDensity".
Is there a member function or function in maxscript to do the same as pressing the button in the Unwrap_UVW modifier panel "Unfold strip from loop"? I have looked over the maxscript help file but can't seem to find the solution. Any assistance with this would be appreciated.
So does anyone knows how does the PseudoVolumeTexture() works? I can't find this function in documents of Unreal Engine. Maybe it's a function for HLSL or other shader language but I can't find what exactly it is on google.
There's an option in the "auto seams" function to cut along hard edges. The inverse is also possible. You can make your hard edges along uv seams using the texture borders option in "soften/harden" function
yeah it is horrible, check if the function doesn't exist twice with a slightly different name sometimes you hav a (poly) behind the name. sometimes its just named differently, sometimes it doesn't appear in the all functions list -.-
UDK comes pre-packed with material functions for various blending modes including overlay. In the mat editor, in the Material Function Library panel (should be on the right under the Material Expressions panel by default), drag in the Blend_Overlay node.