Well transparency in Maya's viewport has never been an issue-free feature. Can't you find a workaround to using ambient lights? Maybe a cube map for ambient lighting? Point lights with quadratic falloff and low intensity (relative to their distance from target)?
Hey guys and gals, I'm new here, so plaese don't be too harsh. Anyway the problem i'm getting is strange shading on static meshes. (Check images below) I'm running UDK July 2012. It's modelled in Google Sketchup, triangulated and then exported as an .fbx. The texturing is also done in Sketchup, which doesn't invole a UV…
https://www.youtube.com/watch?v=yMTq4xPvxfk Hey guys! Last week I was super inspired by the new release of UE5 early access and had to dive into the lighting tools, ever since I saw lumen when it was first announced I couldn't wait to get my hands on it. the promise of realtime GI looked so amazing. In this tutorial I show…
Check this guys work out, he's done several Nights models: http://kichigai.deviantart.com/ Nights head is basically a sphere with a second sphere inside it that represents both the eyes (Same goes for sonic). The purple jester cap should be done separate of that, at least initially. Topologically speaking theirs a few ways…
This is a tough one.. for any composition everyone will tell you: What's the story you want to tell/show. So when seeing this section of the cave i'm aksing myself: * How does the spaceship comes into the cave ? * Is this the entrance and is this by night ? * Is this shortly after the crash (so the spacecraft light the…
Hey fingers Just now saw this thread - off to a fun start here! I haven't read anyone else's comments but first impressions are this: Tires - too specular. Esp. for being old tires. Get some more photo reference of some old rotted tires. Make some of them flat tires? HAve some of the wire-threading showing through on some…