Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
Welp, things are continuing to get crazier. I realized that the positioning was actually correct when the object was inserted into a scene instead of simply previewed, so I decided to just go with it and move on to animations. But now the animations, which I stored as Actions, are only exporting the very first frame…
Welp, things are continuing to get crazier. I realized that the positioning was actually correct when the object was inserted into a scene instead of simply previewed, so I decided to just go with it and move on to animations. But now the animations, which I stored as Actions, are only exporting the very first frame…
Hello! I have been using Mayas transfer maps "diffuse" and xnormals "base map" baking option for a while now and find it really useful to be able to transfer for example lightbakes on the highpolys uvs and then transfer to a lowres. I would like to try a workflow where i texture the highpolys uv, and then bake all maps to…
Warheart's got you on the right track. The Copy Skin Weights tool will do what you want, and can even transfer from multiple objects to 1 object. Make sure your new mesh is bound to the joints you want. Then just select all your meshes to transfer FROM then select the mesh to transfer TO then hit copy weights. EDIT: Reread…
I am trying to transfer a texture from one UV set to another the second one have multiple tiles. I can't seem to be able to do that maya doesn't seem to recognize that I have multiple uv tiles. I tried to transfer maps it transfers the maps correctly but ignores multiple tiles. I tried wrap image it gave me a faceted…
So i'm looking to optimize some assets that were created with a combination of tiling textures (in this case, 3 diffuse, normal and specular maps on one mesh) so the way i'm going about it now is this: -make a copy of the finished textured mesh -layout uv's of copy -transfer diffuse map from the source to target using…
Transfers position of vertices from target to source, even with different number of vertices. Works in object space or world space. Useful for aligning parts of character meshes, matching deformations, or synchronizing mesh segments. Demo video https://youtu.be/GZXPjzqsw8c Screenshots Download…
It looks like skin was applied to a mesh that had a problematic transform matrix history. You should ALWAYS reset the transform matrix to zero before applying skin. Command Panel > Utilities tab (hammer) > reset xform > reset selected > Collapse stack > Apply skin. I suspect the object probably has a scale value that isn't…
I did end up figuring this out. Exported the skeletal body mesh from unreal to maya, moved the feet into the heel position with the foot_l/foot_r and ball_l/ball_R bones. From there I copy/transferred the weights from the body mesh to the shoes and moved everything back before exporting just the shoes which were then…