No, you don't "apply the reflection map to the body" - you start by look up how reflection mapping (of any kind) is done in the Maya realtime viewport, setup some test scenes accordingly to understand how it works, and then apply what you learned to display this model as desired. (of course ultimately the reflection…
Just wanted to thank you. Even in 2025 I've been using this script at work and personal stuff. <3 Whenever I switch to a new machine I return to this bookmarked link and re-apply the script. I know you can now double click a face to expand to the whole UV shell, but I'm just so accustomed to mapping this script to a…
Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
The script I have made inverts the vertex color per vert on an EditableMesh object using Meshop's. (ex:This is the meat and potatoes of the script.)for i=1 to myObj.numVerts do ( my_color = getVertColor myObj i newVColor = color (255 - my_color.r) (255 - my_color.g) (255 - my_color.b) meshop.setVertColor myObj V_Channel i…
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d = apply 1 level of subdivision ctrl+d apply 1 level of subdivision with options tab = preview subdivision (default 2 levels, increased by + on numpad, or via properties > subdivision) shift+tab = preview Catmull-Clark subdivision (default 2 levels; influenced by # of subdivisions specified in properties under…
You need to "apply" the noise to the mesh, simply having it active is like a preview only. However, once you apply the noise you will probably notice a new problem — the noise made a mess of your mesh or just looks odd. You need pretty high resolution geometry for the noise to work well, and if it's being applied at a high…
In 304 we changed how the material preview function works a bit. The main difference is that when you click the preview material button, it will apply the maps directly to the material that is applied to your mesh, rather than create a new material and apply it to your mesh like it did in 303. This change was necessary for…
DDO should adjust the roughness curve when exporting, but not before, as there's no method by which it is capable of achieving this - e.g. no adjustment layers exist in the channels that would apply any curves. DDO materials will be identical from install to install unless users adjust them after applying them. Using a…
The Department of Computer Science at the University of Huddersfield (https://www.hud.ac.uk/) is seeking to recruit an experienced University Practitioner/Senior University Practitioner in Computer Games Design or art. You will have an undergraduate degree in Computer Games Art/Design (or a related area) together with…