bump s'ouvre dans Attribut Editor clicker sur icone checker et connect to. Idem to remove from ntainer in container = possibleīUMP Bump2D = bump plug into plug connection editor display hiden plug out normal de l'extra bump into normal cameraĭouble Click sur Icone du bump par exemple. select node shilt_alt click drag node into container = added Shift mid_click shader sur autre = open connection editor Ou -> UV editor -> image -> create PSD network Window -> Rendering Editors -> HYPERSHADEĮquivalent RENDER-MAP = selct obj et shader dans hypershade et edit convert file to texture / click icons pour option taille etc *-Now press the V key once more, and snap the mesh to the column wall as shown. *-Press the insert key once more to close the active pivot. *-Hold down the V key and snap the pivot to the top edge vertice. To do this, we will move the object's pivot Now let's snap the new section into the main section. The shells are divided into separate meshes. Select some faces on the shells you want to have separated and then choose Mesh > Extract.įreeze construction history = edit delete by type history = Alt D Select the mesh object and choose Mesh > Separate. To separate SHELLS = CLUSTER into separate meshes le petit cercle change centre transform au centre obj WELD POINTS = In Maya to merge vertices's you use the merge tool found in the edit mesh tap. Pour MERGER obj = first selct 2 obj / mesh combine. Menu obj selectionné = click droit sur obj / laisser enfoncé centre au milieu obj selectionnéĢ/3 = lissage poly = mesh smooth sur polymesh selectionné x = snap obj toįREEZE construction history = edit delete by type history = Alt D Insert = mode centre / v=snap center to vertice. VOIR INFO OBJ = select obj et display/heads up details / object details mettre 2 objs meme place pour better world space/resultį11 = select face. shading network change from preserve current shading network to attach to shading network. Lighting/shading/Transfert Maps = ultimapper xsi / select Lowpoly add selected Select points -> edit mesh -> Connect ComponentsĬomponant mode select = icones apres save dans premiere rangée iconesįiltres selection = icones apres icones apres Componant mode select dans premiere rangée icones = SELECTION MASKSĬonstruction history on/off = icone papier/horloge haut_mid You can also click another border edge to use it in the new polygon.Ī new vertex appears with a line connecting it to the last point of the selected face edge.Įdit Mesh/insert edge loop tool = add edge loop The edge you select is the first edge of the new face.Ĭlick to place a vertex for the new polygon. The border edges highlight and appear thicker.Ĭlick the border edge you want to append to. Select Edit Mesh > Append to Polygon Tool. Select the polygon you want to append to. To ADD a connected POLYGON to an existing mesh Hypershade = Window -> Rendering Editors ->Hypershade Soften/Harden Edge = Normals -> Soften or Harden Edgeįreeze = Delete History = Edit -> Delete All by Type/History Insert Edge Loop Tool = Edit Mesh -> Insert Edge LoopĪppend to Polygon Tool = Edit Mesh -> Append To Polygon Texture Editor = Window -> UV Texture EditorĬreate/Polygon Primitives/Cube, Sphere. Here Is Where Each Tool Is Located in Maya 2008 Select one edge et shift double_click next pour loop ou rangeĬtrl = remove conponents from the selection Select edge et ctrl_right click to edge tool Ctrl shift HĮdge loop selection = select one edge et fleche haut/bas/droite/gauche shift + area selectĬtrl + H = hide selected / Shift + H = unhide selected. Invert selection = Ctrl+Shift+I = edit / invert selection. selct obj fils puis obj pere = P = parenteé ok #Maya right click showing display menu windowsSelection-hotkeysĪlt/Arrow: Moves selection 1 pixel at a timeį: Frame camera to selection in viewport /shift f = frame selection in all windowsĪ: Frame camera to all objects in viewport /shift a = frame all in all windows
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