In Xara Xtreme it was very easy to draw multiline polygons (closed or open), because the line tool used a single click to add a new segment to the already-drawn segments. Now, using Xara Photo & Graphic Designer 7 (which supposedly is the successor to Xtreme) the tool for drawing lines works completely differently and does NOT automatically join line segments to each other.
I am using a Samsung Windows 8 700T1C tablet PC which has a WACOM digitized screen.
When I use Photo and Graphic Designer 9, I can use my digitizer pen to select tools and menu items, but when I try to use it to draw ing the freehand tool, the pencil icon appears on the screen but no lines appear !
All the other apps I have, such as Inkscape work fine. I have pressure sensivity enabled. Drawing with the mouse works fine.
I'd like to draw a line with a certain pressure, but I have no tablet."Bow Tie" is almost the right pressure profile, but it's too thin in the middle. Can I adjust those pressure profiles, create own profiles or anything?
I'm struggling to do the most simple thing - draw a circle outline. In PSE, all you have to do is hit the circle marquee button, then use Stroke. But how the heck do you do it in Xara?
Well, I bought Xara Designer Pro 7 the other day, and I'm trying to get used to it. One thing it's doing that really bugs me is that when I draw a circle or an oval in freehand, the circle fills in with solid color!
How do I draw an stroke/line around an rectangle shape and let it be "INSIDE of the rectangle". Like in Photoshop in the stroke layer effects.
What I have so far: I am aware of the "line" option. BUT it paints the stroke OUTSIDE of the rectangle and extends its size. This is NOT what I would like to have.
I've just started with Xara P&GD6 and am trying to draw a symmetrical golden shield. I drew one half of the outline, cloned it, flipped the clone horizontally, carefully lined it up, and used Arrange|Combine shapes|Add shapes to make the shield shown in the attachment. No matter what I try, I can't fill it with colour.
Is there a way to draw a perfectly vertical or horizontal line in Xara (Designer Pro 6) without manually lining it up with the grid? Sometimes I just need an instant horizontal or vertical line and I find I have to turn on the grid, zoom right in and meticulously place the pen tool so that the line is a perfect vertical (90 degrees) or horizontal (180 degrees) without slant or lean. Surely there�s a quicker and more reliable method?
is it possible maybe to draw with transparent line in Shape tool?
Currently if I draw a line, make it transparent, the next line as default the same color and width, but does not inherit the transparency. That means it is not possible or just at me
I assume there's some button combination I'm missing? All I know is I can connect a series of freehand lines no problem, but the straight line tool is not consistent operation with the freehand tool.
A friend of mine show me how to draw a water drop, in three clic using illustrator's pen tool.
He do the folowing:
1)clic and drag:
2) clic and drag:
3) ALT + clic and drag:
and he get (when unselected):
It is possible to do the same using Xara designer pro 5 in three clics ?I think that Xara designer pro 5 is more powerfull than Illustrator, but I don't know how to do the same in three clic.
I'm working with a SHP file that contains 56,000 polygons, but I want to export 18 of these that are relevant for my area. Is there an easy way to do this if I create a filter based on a unique data field?
I am a Maya user who is trying to see if there is an equivalent menu item to convert a procedural texture displacement into a polygon mesh that no longer needs the texture?
Problem i encountered by attaching two objects together. These problems may occur only in the viewport, haven't tried rendering or anything, but it's still pretty annoying:
When i finished attaching the head to the body in a proper way, i mirrored that as well, and the polys don't blend in pretty well even tho i welded all points along the attach line
I mirrored half body and all these weird shadows appeared (they disappear when i activate turbosmooth).
All polys have same ID set and are all in the same shading group.
I found a nice model on the web but i just started out so got a few questions. The standaard model exists of 1 editable mesh that i converted to editable poly.
in Editable Poly - Polygon: Material IDs, I had categorized the model in 3 diffrent groups, i want to use these 3 groups to texture the model, each group a diffrent texture.
the problem is that from the moment i assign the material to selection, I only have 2 groups left; wich is the one i just textured and the other 2 meshed in 1 group.
the problem with that is that i can only texture my model using 2 diffrent textures. How can i "save" those groups?
I have modeled a banana with 220 polygons . ( I have applied subdivision surface to that).
So When I baking a texture for that , The unwrap modifier adds about 771 polygons and vertices to that and model takes about 990 polygons and will convert to a high polygon model.
So what should am I do ?
Is there any way to keep polygons count as 220 with texture applied to that ?
I started University a few months back and we are currently doing an assignment with Max. Now we arent allowed to use Unwrap UVWs cos apparently thats too above us at the moment so we have to apply a texture, and then apply a UVW map. However, I know it is possible to apply a texture to selected Polygons but how do I actually go about doing this as every time I try, it just applies the texture to the whole object.
I've a plane with a UVmap and a texture on it. The texture comes with a text. I want to see the text only on the front side, and see the plain texture on the back side. Is that possible?
Or, if there's any way to shift the position of the polygons I could simply duplicate it and apply a different material to it.
I have a drawing with 2 Data Connections: 1. Census Block SHP file from the Census Bureau and 2. an SDF file I created from GPS point locations. The question: Is there a way I can query the relationship between these 2 layers and have it report which census block each point is in?
For my job here I have a contoured map of a sand structure. I have converted that entire 2D map into a 3D map. Showing the elevation of the contours relative to the surface. I need to know how you can hatch or fill in with color the 3d polygons that are shaping the subsurface. When i try to hatch it, it works but it just pastes it at the surface at Z:0 and even if i bring that hatch down it won't form to the multidimensional polygon that i am trying to cover. Here is a pic of what I am trying to do.
The green / blue is the fault plane i have been able to plot as well as shade in using 3D Face, but the problem I run into for the RED contour lines is that they are arcs and when i use 3D Face it doesn't allow it to bend to conform with the arc shape.
I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:
First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.
Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.
I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.
Is it possible to lock some polygons in a object and when e.g. twist it a little bit? I'd like those polygons to keep their shape while rest polygons deforming.
I've create a large scene with a lot of mrPoxy trees. I realize now that I need a velocity map and some volumetric lights for post, and the scanline render seems like a better option. Is there a way to get these mrProxy objects to render with the default scanline engine without changing there position?