Hello everyone, I have a mesh of a tree that has a lot of leaves. For optimising the amount of objects Maya has to deal with, these leaves are combined in a single object. I am trying to assign a random colour to every leaf in the leaf-object. The problem is that I cannot do that using the default attributes in Arnold…
Anyone got a script that select uv shells by size, for example I want to click a button on my model and select all uv shells of the current uv set that are smaller than a certain size.
whats hard is being polite about it, for the longest of times we tolerated his smell to the best of our abilities`, until one day he came in the smell was overwhelming. i mean i literally began to have stomach pains smelling him. so finally i told him and he got real offended,he remarked that i chewed with my mouth open…
well, i would have said the same, see if everything is welded or see if there is anything welded which you didnt want to be welded if everything fails, remake it and see if it gets better. or you put another edit poly on top of the stack and just edit the verts that stick out... edit (over 10 years later, as I find this…
I am trying to rescale my shells in maya to match the ratio on the model so the texture density is the same. in 3ds max uv editor you can select the elements/shells and then click under "arrange elements " rescale elements... is there a way in maya 17 to do this?
So I was able to recently help out with the Ghost in the Shell project with a bunch of amazing talented artists and friends. I did not get to help out as much as I wanted due to timing but it was still fun to be of some assistance. The project was a huge undertaking for the team to accomplish and finish and I am very proud…
Hi everyone, I'm looking for a way to either easily identify flipped faces in the uv-editor or conform them so that they're all either flipped or unflipped. In Maya there's an option in the uv-editor to make all flipped shells red and unflipped blue which I really miss in Modo. Also, if I'm not mistaken there's a conform…
I am trying to bake hair planes from a nHair mesh. The problem is there is no variation in the strands and so all the strands look the same. I am trying to create variation by giving each shell a separate material (Any better ideas would be amazing!). Now I need to know 1. How to query the poly shell of an object 2. How to…
This is pretty simple with Polyunwrapper 4. You can select all of the shells you want stacked and use Align Shell to Left and Align Shell to Top to stack all of them simultaneously in two keystrokes.