Let me see if I understand this right... Usually you need a multisub object material which you assign the normal material + the proxy material. To the collision primitives you assign the proxy materials and to the rendermesh you assign the normal materials (via material ID's) But when you use 1 object you can#t assign 2…
UDIMs are much easier to maintain in a feature film environment. Its no fun to select faces and assign 200 or more shaders to a hero asset. And its even more complicated if you have to assign shader overrides to hundreds of assets in a scene. For games its fine but for film per face assigned shaders arnt used.
Thanks! That worked perfectly. However, ctrl+shift+X isn't assignable. It assigns fine, but doesn't actually do anything when pressed. So I have planar on Y assigned to ctrl+shift+Y, on Z it's ctrl+shift+Z, and x is ctrl+shift+...D. -_- Still works fine though, thanks!
You don't think it's a little redundant to have to open your UI, assign something to your favorites, then open your favorites just so you can assign a hotkey to it?
you need to select the mesh first then assign. Thats my bad so: pm.select(i) then use hypershade to assign. Don't have maya on this laptop so cant test :(
School assignment. Our task on this assignment was to choose two characters from "the huntsman" story and make concepts on them based on the story. I picked "the king" and his daughter "princess"
The item mesh is parented to the armature and a vertex group is assigned to the bone (red). I didn't do anything complicated so the entire mesh is assigned to one bone. (The red one).
@barmyg sure, just assign different material to the high poly nails and wooden parts, bake ID map, and assign iron material to nails' ID color when texturing
I turned off the touch feature in my Bamboo. The 4 assignable buttons feel more comfortable. I assigned hotkeys for zoom in, zoom out, drag canvas and undo.
Hello! Oddly I couldn't find any topics about this anywhere. Say I needed to create hundreds of labels which are all identical in look with few minor color differences between. Rather than having to create all the labels in photoshop and independently assign the texture to each object in maya and catalogue them. I could…