I am comping together a relatively simple scene. A hand drawn background plate with some 3D elements that are animated. The animation done in Maya is very simple. The 3D crystals you see are animating on a turntable and the individual crystal shards are also rotating around at different speeds. The sequence is long, 3,260…
I've baked a test cube into Maya tangent space and yet it looks like that in Maya 2016 (gradients). Is Marmoset still synced with Maya or was it for some old version like 2012?
Simply put.. Boolean in Maya sucks. Too much rules and things to watch out for. Wont work properly for me on anything that isnt a simple model. That what maya couldn't boolean I easily did in another modelling app. Anyway my question; Do you guys now a plugin for Maya that does booleans properly?
I know how it works in Max, but I was just pointing out that that "edge" data does not exist in Maya at all - "hidden edge" data is just to show what the mesh would look like if it were triangulated. Max and Maya handle polys differently. Yes, outside of Maya things like gfx cards and renderers depend on tris, but AFAIK…
Project: Wormheart: Tale of the Outsiders Engine: Godot 4 (Forward+ Renderer) 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 25 (and counting*) My Role: Lead Artist / Creative Director We’re expanding our team for the vertical slice prototype of our high‑dark‑fantasy CRPG,…
user prefs file jacked? maybe? *shrug* i had a problem recently where i couldn't even use my rotation tool at all. just the rotation tool. i ended up having to delete the prefs before starting maya for about 5 or 6 sessions before it stopped happening.
Hi I hope you folks can help me out with this one. I'm using Maya 2018 on Windows 10. I have a model of a character which is bound and rigged (I know this because it moves when tested in Unity). I've also had this issue on older versions of Maya. When it's imported into Maya it's just not bound. If there's something…
I've had quite a lot of luck moving things with FBX between Max and Maya, it's pretty stable for most things by now, I've found... I wrote a script at work for bringing stuff in from Max where in Max it'd only export the base level meshes (no Turbosmooth or any modifiers which exist in Maya as deformers like Bend, Twist…