hi guys, I have to admit I am a bit skeptical about doing it the way described above as it produces a lot of warping. That usually happens when normalizing a trapezoid poly for example to a rectangle. (as can be seen with the checker texture warping above) I`d suggest an alternative approach (both are surely valid for…
1) Regarding the hard/soft edges stuff...in Maya i never do that, as you said it is not like 3ds Max where you must specify all the smoothing groups, in Maya the only thing that you need to do is to mark the seams for UVs. When you mark a seam, Maya will change the edge to "hard" automatically. 2) The meshes names are ok…
found solution made by Vojtěch Čada or Swordslayer original link and script is here : https://forums.autodesk.com/t5/3ds-max-forum/auto-snap-verts-to-whole-numbers-on-object-move-or-dragging/td-p/5452916 I merged his both object and vertex snapping in one tool for convenience ( pardon if the script is a bit…
So here's a quick description of how to work with the new textures of this shading method. You can see examples of these textures used for the "Rusty Paint" in the original post. [size=+1]Albedo[/size] This is just like a diffuse texture you are familiar with. Remember only to paint the materials color, not light…
Hmmm nothing I know.... Basically the FBXExport function is a entire mel function. We can't use it like : file -f -typ "FBXExport" -es "c:/aaa.fbx" Maya doesn't understand it. only "FBX" works. Here are all the Mel function for the FBX exporter : * FBXExport -f [filename] * FBXExportAnimationOnly -v [true|false] *…
I believe it was Stimpack who originally posted this in the tread about a lantern being too green... anyway i copied out this system, as it hauls. Ive only used it once but i think this is what Vig is saying anyway; just thought I would try and keep passing this on. I am copy pasting this from someone else, this is not me;…
Knowing is merely believing with conviction, unfortunately many (most?) people don't realise this, from all areas of belief (religion and science). I've always felt that believing in something because it can't/hasn't yet been proved false is very much the wrong way to go about it. I feel belief (in whatever) should be…
Time for another update: I want to get grain sacks in there that react to physics (bullet impact). I plan on doing that with the soft bodies from Nvidia Flex. Getting Flex implemented in Unreal 4 is not easy, so I decided to write a comprehensive tutorial: 1. Get an account on Github, and download the software. 2. Link…
- The first shot for is rendered well, but the head bounce is a big jerky. If this is just an animation reel (not generalist: rendering, lighting, etc) then I'd move this shot out of the first place slot. - The spinning sword shot it really cool. I'd put this first in your reel. I really like how the leg pulls in over…
I'm bumping this thread to post an update to miauu's script, made by the man himself recently. It works with edges, vertices, multiple selections in editable poly and edit poly. Thank you miauu! --****************************************************************************************************** -- Created: 16-07-2011…