Polycount Meetup GDC 2016 Polycount and Marmoset are teaming up for the second straight year to bring you an awesome evening filled with good drinks and great company. Hang out with some of the most talented people in the industry, check out a collection of excellent artwork, take a peek at some exciting new stuff coming…
Hmm, good idea. I will just get Adobe Photography subscription or whatever the photoshop one is called for $240 a year. Would it be possible to open Maya 2016 files in Maya LT and vise versa? If I wanted to export a mesh that is more than 100K as a .fbx, could I send the file to a friend online who has Maya 2016 and just…
Hi, I would like to know which mode should i use OpenGL or Directx in Viewport 2 in Maya 2016 extension 2 for Quadro K4200. And if openGL then which one OpenGL Legacy or OpenGL-Core Profile(compatibility) or OpenGL-Core Profile(strict). I am using WIndows 10, 32GB ram, AMD FX 8350, Quadro K4200 and SSD. Any information…
In case someone at Valve reads this, here is something I just noticed about the store page. When listing standalone sets, filtering for "show all" (as opposed to showing 20 or 60 items per page) seems to give only partial results. More precisely, filtering for "release : newest first" and "items per page : all" only brings…
Hello I just started joining this forum and I'd like to encourage myself to start posting here and receiving critiques in hope of boosting my ability as an artist and my confidence in my arts. I realize myself that I really am not confident at all in my works, but I really do want to improve to be better in painting…
Hi, So, I have been trying to create UVs for my low-poly head model. Using Maya 2016 I cannot seem to do this. Whenever I try to re-position a UV chunk, it remains connected to the other UV chunks and distorts everything along where they share connections. How do I separate the UV chunks so I can optimize the UV space?
Hey guys, I'm working on a school project and the goal was to sculpt a bust in Zbrush or Mudbox and then import it in Maya for a presentation ( clay render, texture and wireframe). Once I finished sculpting in Zbrush P3 I exported it to Maya 2016 SP3. But then I noticed some weird thing going on, my topology was different…
@Eric Chadwick No luck on this other than remodel the affected mesh. Yes this is different interior from AS. That one also had an issue with seats and remodeling them with proper UV layout resolved the issue. Also I rechecked the updated Unity manuals and now they have this UV2 (Unity) UV3 (3ds Max) for realtime lightmaps…
2010 at home and work, 2009 for a long time till I had to switch to 2010. I haven't yet touched 2011 and 2012 mainly because I don't have the time and major interest in the changes. Since max 9 not really that much essential things have changed for me and I believe many others here. And once a software gets a reputation of…