A friend of mine showed me 8 months ago how to create a selection in 3DS Max (v6) on an editable poly in edge mode and transfer that selection to the polygon mode by doing something like holding down shift and clicking on the polygon button. I tried it last night and couldn't get the edge selection to transfer over. Does…
Working with XSI-ZB I would export the low rez base mesh from ZB, bring that into XSI, do a UV transfer from the XSI mesh to the imported ZB mesh, then send that back to ZB by reimporting it over the base mesh of the Ztool/sculpt. This effectively replaces your base resolution with an identical version that contains the…
You have a set of skills from your previous employment that you are in a position to leverage. Dev-ops (assuming I'm understanding your duties correctly) is not a million miles away from the less arty end of being a TA - there are certainly transferrable skills/processes (i know this because I've spent the last year…
CheeseOnToast brings up an good point. Other than having multiple UV sets did you clear History States and Freeze Transform on both meshes before you started baking? And are you on Maya 2014 or newer or using an older Maya version? If you're on 14 and above I suggest you also try baking with Turtle since Autodesk finally…
Hi guys! I need a good way to transfer a layered PSD from one mesh to another with different UVs. I'm familiar with transferring maps in XNormal or Maya, but that's with flattened textures. Any suggestions? At this time I'm prepping myself to write a python script to export each layer from Photoshop individually, bake them…
You asked for it. Remember you can also ignore this post. If you did not appreciate the response. Long story short; its very cold & mechanical but i don't see much cuteness & fun factor, (for me). Think a stylized approach to this kind of design would've spoken louder than a startwars rolling bot (one of the many they seem…
I'm getting buckling/unwelding around the collar on my retopo'd mesh upon projecting it onto my original mesh using Maya's Transfer Attributes, and I don't know why. I retopo'd my flat panels from Marvelous, transferred the UV's from the original flat panels out of Marvelous (using Maya's 'Transfer Attributes' feature),…
So I'm attempting to bake normal maps (and eventually AO maps) through just Maya's Transfer Map tools I bake, and I get essentially very "digitized/bits" for normal maps, instead of something that looks smooth . . . I've been hacking away at this for a straight 6 hours, does anyone have any idea what is wrong and what to…
Ok.. so I know it is a long shot here, but does anybody know of a way to transfer maps using the hardware 2.0 shaderFX node in maya 2015? As far as I can tell, you can right click the nodes in the graph and output those to textures, but ultimately I would like to bake all of that info into a new layout. The idea would be…
Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…