Bartalon polycounter lvl 6

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Bartalon
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  • The colon in the name indicates that this model has a namespace assigned to it.  Namespaces allow models to possess identical names in a scene without interfering with each other.  You can remove namespaces using the Namespace Editor found under Win…
  • I'd say check your HP smoothing (should also be one smoothing group) or your LP UVs to make sure they aren't split at every edge.
  • Try deleting construction history.  Also sometimes Maya will crash in certain circumstances when attempting to smooth with creased edges.
  • If the guidelines of the art test are ambiguous, you can and should ask for clarification.  They shouldn't have any problems providing specifics.  There's a chance they could mean polygons/quads and not triangles which means there's a chance you're …
  • I don't know what the art style is that they're asking for but as far as looking like an aged keg I think you got it down.  Nice distribution of grunge in believable places, especially where it builds up between the grain and against the metal rings…
  • If your reference image is not clear, a good first step is to gather more reference images.  Most artists don't work with just one or two shots of subject matter.  Sometimes it's dozens of images from many different angles.
  • I've also heard that it's not just brand names that are copyrighted, but the actual shape and contour of some vehicles (among other products).  Can't remember where I heard this so don't cite me on it.  But it's worth investigating I think.
  • There could be a number of things going on here. If you're having problems with missing information in some uv islands, the HP and LP may not be in the same location.  You can use the 3D Viewer in xnormal's tool tab to make sure the HP and LP are i…
  • You totally can and should remove edges that don't contribute to the shape of a model.  However you need to be careful about how you do this.  Edges need to be "tied off" at corner vertices and not left partially terminated on an adjoining edge.  Th…
  • Alright I think I got a fix in, definitely no user error on your end!  Go ahead and grab the latest version. Thanks for pointing this out!
  • Thanks, I'll get right on this and let you know when I figure something out!
  • That's a new one!  Is it possible you have instances or identical names nested in different groups in your high/low poly selection?  If possible could you send me your file so I can investigate? Thanks!
  • Overall it seems pretty good if this is your first PBR prop.  Looks like you've got normal and stuff down, although there are some minor issues at the top of the jaws.  I think the metal is a a bit too dark compared to what I'm expecting to see from…
  • Hey everyone, just a quick update to let you know MM v4.3.0 is out!  I spent some time fixing up the Color ID Baker and Smart Exporter among other things.  You can read the Version History in the original post above to learn about what's new.  Downl…
  • If I had to guess I'd say the inside portion of the dress is clipping through to the outside of the dress.
  • This looks like a bit depth problem.  It occurs when the topology difference between your HP and LP is so fine that an 8 bit range can't store the appropriate values. http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps/p1 …
  • That's a fundamental behavior of subd shapes.  If you want to add complex details on a curved surface, the base shape needs to start out more complex. Add more sides to your cylinder and try again.
  • Your cage bake appears to be providing the correct results, however it looks like an object space normal map rather than a tangent space normal map.  Click on the green "..." button next to the normal map entry in xNormal (in the Baking Options tab)…
  • Ladygrace said: It makes me wonder why features like this were not in Maya to begin with. Because someone else will come along and do it for Autodesk :P
  • Try Edit Mesh > Transform, this should allow you to move/scale/rotate each contiguous section of your selection independently.
  • Dynamesh is based on mesh scale.  If your model is enormous coming out of Max, then the projection grid will be much denser even at very low resolutions.  Try scaling your model down by 1/10 or even 1/100th the size and freeze Xforms; or in ZBrush i…
  • Alright, I see.  The cube was throwing me off. Baking works by having the high and the low in the exact same position in 3D space.  If the high poly is not overlapping the low poly, there will be no information to capture accurately when the baker …
  • I'm a little confused here.  It looks like you're trying to bake that sloped segment of roof shingle to a cube primitive that isn't anywhere near it. Your low poly needs to be in the same general shape as the high poly, and they need to occupy the …
  • @EarthQuake disregard!  It turned out that two of the three high poly exports from zbrush came in at the wrong unit scale so the bake was trying to sample from an incredibly small high poly.  Everything works fine!
  • Doesn't setting an object as "envelope" in the Transfer Maps window tell Maya to use it as a cage?  I know if you choose "both" then it makes an envelope for you based on whichever shape has been defined.
  • 1)  You could try doing any of the Monthly Community Noob Challenge events.  If you search for it on here you'll find a few dozen to choose from.  You'd have to really knock it out of the park though.  Frankly speaking, your environment work is not …
  • I've seen UVs behave strangely when working on models or with tools that don't generate construction history.  Performing an undo will sometimes irreversibly revert my UVs to some past state and there's no way for me to recover (seemingly at times w…
  • Try combining the object with some other object, like a cube.
  • I've used xNormal for a number of years now.  I'm a fan of its simplicity and consistent, quality results when paired with a cage.  Occasionally I will use Substance Painter for quick AO or position maps if I'm already working in that program. I us…
  • You want to look at the polySelect command with the -lpt and -rpt flags.  The flags require two arguments of the edge number only, like so: polySelect -lpt 32 36; http://help.autodesk.com/cloudhelp/2016/ENU/Maya-Tech-Docs/Commands/polySelect.html…
  • if you're wanting to move two verts equally at the same time I would suggest moving the edge instead with Mesh Tools > Slide Edge with the Absolute setting. I'm assuming you know you can scale across 2 axes simultaneously, so you must want to sc…
  • Code looks correct, are you sure nothing happens?  Try adding ConvertSelectionToFaces; at the beginning of your script.
  • Triangulating your low poly, using a cage, and setting your UV islands to their own smoothing group will get you pretty far.  If you have any overlapping / mirrored UV islands, offset all but one outside of the 0-1 space. All those ngons are probab…
  • If you are able / allowed to provide a link to the file, I or someone else can try their luck at recovering the contents.
  • I've seen that happen before.  Did you try importing the file instead of opening it?  That can work sometimes.
  • Oh, my mistake   That's definitely strange.  Are the edges around each hole chamfered at all?  Is each UV island set to its own smoothing group?  I also wonder if the inconsistency of your UV islands might have something to do with it.  There appear…
  • If you're talking about the funky colors in your normal map, most of that looks to be pixel padding, which is a good thing.  What's it look like actually applied to your mesh? Additionally, a cage would fix any projection issues you're having, if y…
  • throttlekitty said: I couldn't find a clean and simple way to detect object mode that still works for when multiple objects or nothing is selected, or maybe i'm overthinking it. I also question the sanity of adding that to the toggle, but that'…
  • Is this your first time doing a high-low pipeline?  If so, it's a pretty good start.  You seem to know what you're doing with mesh optimization and baking normals for the most part.  There's a little bit of skewing around the rivets on the front met…
  • A cage is a third mesh object that is an identical yet inflated version of your low poly model.  It's a visual representation of your ray cast distance and direction.  Typically when you get blank spots on your normal map like that it's due to your …
  • pixelb said: Maya Gripes (I'm using Maya 2017, latest version) [BUG] I actually like the viewcube. It's the only thing that navigates the scene the way I like, by snapping to ortho views without changing the camera. Too bad Autodesk stop…
  • It sounds like you want to use curves.  You can convert any edge selection to a curve (Modify > Convert > Polygon Edges to Curve with a Degree setting of 1), then you can duplicate that curve and loft it as a polygon surface.
  • As others have said, speed will come with mastery of the software.  What I would suggest is to learn some MEL Script or Python / PyMel.  You can combine numerous steps into a single button and even augment existing hotkeys to sidestep bugs or crashe…
  • oglu said: in maya 2017 just hold down D and LMB click onto an edge to snap the pivot... D + RMB will also pin the pivot... This is the case for 2016 as well, but not 2015 and older, so this should help bridge the gap a little.
  • Nice catch beefaroni.  You just need to change the -mode value on line 30 from 9 to 6. I updated the script above as well.
  • Looks like I didn't test it against a complex enough shape the first time around in 2015 so I missed that.  I'll fix up the script & edit this post when it's working properly. [EDIT] Script should now behave properly for 2015 and 2016.  Works o…
  • It should be doing this
  • It sets any edge that is pre-selected under your cursor as the active component and sets the axis orientation to "component" so the manipulator will be aligned to the direction of that edge.  If a face is pre-selected, orientation will be set to tha…
  • It's set up to work with pre-selection only, so if your mouse is in the Script Editor to run it, there won't be any pre-selection to query.  You'll want to set it up as a custom hotkey for it to work properly. If you just want to test the script, m…
  • Your marking menu gives me an idea, beefaroni.  Later today I'm going to update the script to use orientation of faces / vertices if selected rather than doing nothing, because why not