mari saves the files where you setup your cache location. create mari archives would be the safest method of backup. In the project tab, select the file > archive. But If you really want to create just duplicates, you can duplicate the project. I wouldn't recommend it.
Do you want to hide your object with that alt-x shortcut?Maybe alt-x is "freeze" your object instead of hiding.Hiding is 2 clicks btw.left, and then you can click hide selection. edit - Tried in my max, and alt-x turns on "see-through"
In the diffuse slot of your material. Add a new map called "Ambient/Reflective Occlusion" located under the mental ray dropdown in the Material/Map Browser. Also it is called and Ambient Occlusion (AO) map. People may be confused by the term 'dirt map' as that name is selectively used.
select the joints on your rig and edit>keys>bakesimulation that will transfer all the animation from your rig to the fk skeleton you can also set a checkmark in your fbx exporter. Also, check in unity under animation compression. That can cause some jitteryness as well.
The skin for this guy looks terrible, the clothing all looks clean n nice but the skin has noise everywhere that dosnt really make sense. Esp if your going for a pixar look, you want clean smooth surfaces with some bumb details at selected places, not everywhere.
Yes. I still need a lot of help! I am trying to follow this video, but something is majorly wrong. I unrapped my uv's. I edited it in photo shop. Saved it as a TGA, and then I assign material to selection, and it assigns the UV picture, without the actual texture, to it...
You can replace steps 4 to 7 in the 801 version of Swizzle's instructions by installing this; http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919 Then selecting your UV map and hitting the "Harden UV Borders" button (rightmost button, top row). Much easier :)
IMHO...its worse when it forms into something akin to a tumbleweed...then its mobile...*shudders* As for something CG related...Maya...add a preference so that Autoload New Objects can be switched on by default when in isolate select mode. This does not seem like it would be that hard to accomplish...
Here's a snap to show how my environment UVs usually end up looking: I'll try to organize things nicely but when I'm dealing with tiling textures, I'm selecting faces on the model, moving them in the UV editor and seeing how the texture looks on the model.
Finally figured it out. As I thought I did need a UV map with a unique name, and assigning it to the bake is different from assigning it to the mesh; I had to select the target Normal texture in the Shading tree, go into Texture Locator under Properties, and assign the UV to the texture there.