Do you have auto backup turned on? https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-BF903937-BAAD-4E28-ADE3-592EB0F8AAA5-htm.html
The short answer is the phong material in Maya is not only not physically based, those maps are also probably made for a different specular model ( most engines have adopted a different specular BRDF ). If you have a newer version of Maya, you can use the directX11 plugin and AutodeskUberShader…
Still a very confusing topic for me but from what I learned is that most programs now, like Substance, Xnormal, and Knald all use Mikkt space as the tangent space calculator to bake normal maps. Maya and 3ds max use a different tangent space calculator to bake normal maps. If you are exporting a mesh from Maya/3ds max to…
The sky I painted by looking at a boatload of reference. This tutorial helped a ton as well: http://www.androidblues.com/cloudtut.html It's really just playing around with colors and figuring how to make the sky help accentuate the work you're trying to show off. I didn't want my scene to be to busy. I'd suggest something…
I think you should start here: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-1244162D-A063-486C-BD9B-168466F6488B-htm.html And follow the links further.
Hey looking great. Bloom on the headlights is too strong, the round halos are too regular. I'd suggest toning it down across the board, maybe 50%. Can you add a refraction pattern to the headlight spotlights, to get patterns where they cast onto the floor? For example…
@Tits - Thank you my friend :) 2D-art is fast ;) Would still love to collaborate some day, although you know how picky and mean I am.. @cmc444 - Thank you! @andyvargas - Cheers dude! I appreciate the kind words :) @Dragonar - Thank you buddy! :) @NBerbatov - Cheers bro! Inspired by Bruce Timm and Ben Caldwell!…
Pack UVs does this, make sure to enable Rescale Clusters. This will change the UV positions. http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-03349B74-1754-442E-981A-6CB0D13380C0-htm.html
Hi, You need to Skin and paint weights so unreal can interpret the mesh as a skeletal mesh. GO here first -> https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-CharacterAnimation/files/GUID-66922B35-A848-4161-BFCF-4EB75413702E-htm.html And here ->…
Haven't written anything inside Maya for a while but if I recall you can use eval() function. http://help.autodesk.com/cloudhelp/2017/CHS/Maya-Tech-Docs/CommandsPython/eval.html "This function takes a string which contains MEL code and evaluates it using the MEL interpreter. The result is converted into a Python data type…