I'm looking for help figuring out "Bake To Texture" (BTT) in Arnold for Maya. From the look of things it ignores the global render settings you set and so the result is very different. The only control you have in BTT is "camera AA". Taht means it ignores ray bounce settings and diffuse/specular/transmission samples for…
Hi all, I've been following a course on Digital Tutors on developing a high-res game character. http://www.digitaltutors.com/tutorial/1361-High-Resolution-Game-Character-Creation-Pipeline-in-ZBrush-and-Maya This seems like a pretty good tutorial but I would like to see some other workflows and get a more well-rounded…
Firstly, its my first post so hello everyone. Secondly I write on instance im pretty newbie to substance painter, Arnold and baking overall so my problem can be basic. Textures and especially normal maps which works fine in substance painter goes completly wrong in maya arnold. Substance…
I'm going to be teaching an intro class using Maya for the first time in a while, and looking for suggestions on good current books for beginners. Everything on my shelf from the last time I taught this with a book is hopelessly out of date. The class focuses on poly modeling, texturing, and lighting, with a little bit…
Hey guys, I just made an account here for this specific question since I couldn't find a proper answer anywhere, hope you can help. I have a complex object on maya and I'm projecting a ramp on it using a planar projection from the side so the colors align with its height. The thing is I need to bake this ramp on another UV…
I am texturing a hard surface modeled figure and want to add decals in a separate layer (Graphics etc). What is the best method for adding the decals? I know I have to use to Bitmap inputs (One for the image RGB with the pre-multiplied option disabled) and one for the Alpha (With Mono Channel Output on Alpha). Then use the…
Looking for 3d software programmers to write texture software. This software will be similar to some of the newer and currently available titles, however this will be geared toward processing huge sets from 3d scan data. Will also include features that current software has overlooked, but would provide an immense increase…
Displacement maps are used in place of normal maps (although they might often be used for fine detail baked from the 2 higest sub-d levels, with details like nurnies being geo) VFX texture artists paint a lot of the disp map details straight onto the animation topology using high-res scans. A lot of hard surface assets are…
Hi Dennis, I am by no means a character modeler but I know that our folks here at EA have a very nice method to very quickly texture their faces. Once they have unwrapped their model on channel 1, they are going to add another UVW map modifier to their stack on channel 2 and project a photo of a face (the side for…