I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
Nope, there is no problem with the mesh and the settings. I opened up a new file, added the deformer with default settings and the same happens again. Deleted the whole preferences - nothing. The weird thing is, it works before but after deleting the deformer and setting up a new one, this 'error' appears. Maybe I pressed…
So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work. I've read: * You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts * Understanding averaged normals and ray projection/Who put waviness in my normal map?…
Thanks Chris! I hope you enjoy them! I am not sure it works in maya 2015 as I developed them in maya 2016.5, but maybe they do. I would like to know if they actualyl work in 2015 as well, so please tell me if it works for you!. The gumroad link is on the first post. Thanks Justo! I want to make switching from max to maya,…
Hey guys! This will be a bit of a long post, and I thank you for anyone taking the time to read this..! Background on career shift: ・Back in 2018, I couldn't find any fulfillment with my current role as a DevOps at a financial institution, so I took a leap in my career to leave my job, and pursue the things I've been…
Hehe yeah Hex there is a face there :P The reason why it is white is because this is the way Maya's high quality rendering handles double faces - it somehow adds their values which i find very handy when checking and cleaning up meshes. And btw the selection bahaving oddily was not a consequence of the double face thing.…
I want to have sharp corners on the cut line while the model maintains it's round shape. Support loops make them sharp, but there's bad smoothing around the whole model (top middle). Googling around I think part of the issue is not enough geo so I smoothed the model and tweaked some of the verts back into a linear shape…
Well this guy at cgsociety seems to have got permission to do just that he says "Octostatue: Thanks as always! I'm using MentalRay. Everything is in the textures. There's no FG or GI and all lights are straight up Maya lights. No CIEds, blackbodys, MR area lights, etc. etc. I had raised this question before as I was…
Hi I did try asking on Maya's Discord channel, but I've had no luck so far, so thought I'd give here a try. I'm having a bit of an issue with a rigging project that I'm trying to follow as part of a course. This course specifically: https://www.udemy.com/course/game-character-rigging-for-beginners-in-maya/ Unfortunately,…
Hey guys I was wondering if there is a way for me to work as flexible as shown in the link with booleans in maya. http://m.imgur.com/gS3nqrj Maybe there is a script somewhere out there :)