I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…
We're proud to announce that the new update is here: MODO indie 10.0 MODO indie 10.0 is chocked full of all the awesome new features and goodies that the full version has to offer. The same indie restrictions hold though: * OBJ and FBX export limited to 100k polys * Bake and render resolution limited to 4k * Command eval…
GRAPHICS PROGRAMMER Starbreeze and OVERKILL is looking for a graphics programmer to join our kick-ass team. Job description: As graphics programmer you will be responsible over the rendering pipeline of our in-house engine. The post requires you to work out of your own initiative, looking for oportunities to improve the…
That's good enough for me! Ah, but then I wouldn't
be able to use automatic camera-based selection, which is one of the only
things I like about 2017! I mean I get a
"this file is being saved with a student version of maya" message
when I hit ctrl+c. Turns out it's working as intended and Maya just saves a
temp file…
Thanks Holly, though I'm still learning. In fact... ...@DonEngland: Could you enlighten me as to how you made the horizontal lines on the smaller straps? I can't seem to get good results without overly tedious and not-accurate work. --- I'm a complete noob in regards to normal baking. I've done it in the past but never…
You can change the glow on the rods several ways. In your VMT file for the crossbow use this "LightmappedGeneric"{ "$basetexture" "<Your Directory>/<Dir>" //This tells the material to illuminate $selfillum 1 //This tells your material to use a seperate VTF file as your emmisive map // you can also place the emmisive map in…
Blendshape Bake Script! Note: SAVE MAYA BEFORE USING! (Always a good sign...right?) Hey Polycounters, I made a mel script that converts almost any type of polygonal mesh animation to a blendshape. This allows you to export things like MASH, deformer animation, and NCloth out from Maya into engines like Unity. Wow! Made…
Big thanks in the first place for this great tool! and just to share a bit of my findings using non-programmer skills... i wanted to keep polygons or quads on the mesh after its been unwrapped with roadkill ( thus exported to obj and imported back ), rather than have the messy triangles (under max 2009) this script…
Thanks for all amazing comments! Is their anything in particular you (or anyone else?) would like to see? I'll gladly post anything that might be of interest. There's no secret sauce though. It's all fairly mundane. Modeled in Maya/Zbrush textured in Painter/Designer or PS. Yeah. It's all made in Maya. Then exported and…
thanks guys. So I've got a bunch of freelance work that I've been cranking on. Its some large 1/4 scale stuff (meaning the figures will be about 18 inches tall when complete). The client needs these done in wax. So I figured I'd skin several cats at the same time. I bought myself a cheap Airwolf filament extruder printer.…