You can either use expressions or connect attribute nodes directly. Maya is all node based, so just because something is a geometry or NURBS node doesn't mean it can't be fed into a shader node. If you select a polygon or NURBS object in your main window and open the Hypershade window, and select Graph > Input and Output…
There is no need to move verts or use an ffd. In the bend modifier, expand it and select the "center" subselection. Select the axis that is perpendicular to the bend and move it along the axis. The bend will lengthen until it meets the grid point. With the axis selected you can middle mouse anywhere on the screen to adjust…
Quoted from DrEvizan(http://www.gamestepper.com/forums/showthread.php?t=3402) Step 1 - In Maya, select all of the faces of your cord, hose or piece of twisted-ass tubular mesh. Step 2 - Go to your UV Texture Editor window and from the polygons menu, select "Unitize" Step 3 - Back in your Perspective view, select all the…
Hello. I don't quite see the point why you would not just want to attach both meshes together and weld the vertices. This will combine the vertex normals and eliminate the visible seam. You can detach them later on by selecting the Polygons and hitting detach. But anyway, if you want to keep them as separate meshes you…
Couldn't you just model the whole shape of the hair as one single polygon object (or multiples for different layers), with edgeloops heading in the direction you want the hair to flow, then once you have the hair mass and layers close to how you like it, use the edge ring selection tool to select strips you want, convert…
Interesting. I hear a few others say the same. Btw, Ctrl-S. I'm wondering about the theme selection when choosing planets. There was nothing to select when I first saw it. I've tried looking it up. Nothing in the manual. Nothing online. My best guess is it either has something to do with: 1. Music - i read that when you…
ZBrush retopology is pretty lacking these days. It really hasn't been touched in a while, so it's mostly just basic grunt work. I'd use it for getting down simpler shapes and basemeshes, but if you have access to other programs (Max/Maya/Softimage/Topogun/whatever), then you'll probably find they offer more convenient…
Part 3 - Importing in Maya (or any other package) 16 - Import your geometry into Maya. Select the geometry. There are two things that we must do to all .OBJ files before we are ready to apply a material and render. The first thing is to go into the objects attributes editor (typically on the right side of the screen in…
Felix: Are you using the right click menu for Export Selected? That has a smoothing bug, due to the fact that the smoothing isn't calculated until the mesh is drawn in the viewport (and as that's an entirely scripted operation - it copies the selected meshes to a new scene then saves the new scene - it's never rendered in…
This looks like a problem with your normals. First thing you want to do is make sure you properly merged the vertices on your mesh. In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision.…