The folks over at Unigine have released their 2012 renderer update packed full of industry standards.If you're looking for an alternative to some of the more main stream engines out there you should give Unigine a moment of your time. Offering a free evaluation of their tools, Unigine has released an update video of their…
Niknesh Yeah that technique only works in 2016 Extension 3 and 2017. I've made a tool to fix this workflow in 2016, and it's free :) https://gumroad.com/l/MayaFWVN
Hi guys, I'm sure this has been covered before but I was wondering if there was a standalone mel or python script that does that automatically creates dynamic joints like the ones shown in this video: make joints dynamic using nCloth Bonus tools for 2015 are not out yet but I need a solution relatively quickly. Any help…
Extended nominations! We need your feedback. What was the best looking game of 2018? Which dev studio was the most awesome, sought-after place to work?? Who in the Polycount community was really awesome last year??? We want to hear from you, our community members! You are the backbone, the core, the root of all things…
Hello , I still have max 2011 and Iam having right now the limitation of 24 slots for materials , my scene would need to have at least 30 different material slots, how can I do to increase the little spheres with the material on ? thanks for any sugestion .
Here's my final entry for Retrogasm 2018- Chip Hazard from small soldiers.Thoroughly enjoyed working on this little guy, hope you guys like it! you can check more screenshot and marmoset viewer through my Art Station link: https://www.artstation.com/kidd555
What I'm referring to is the Maya specific bugs and overall it's integration in Maya. mental ray is a good renderer but it is just not plugged into Maya very well and has never been. Just things like custom Buffers. When adding in custom passes in Maya, render times have massive overhead which would double and sometimes…
I've fixed this before, but I can never seem to remember how. I'm rendering with Arnold 5, Maya 2018. When I render the shot out in Render view it looks fine. But when I save the image as a JPEG afterwards it looks black. I have 'color management' turned on as I render. Right is render view, left is what I get after saving…
Shader FX in 3ds Max 2015, when I use a Float node and compile the FX shader, the Material Editor refuses to allow negative values. It only allows zero or greater. Is there a checkbox I forgot to tick?