1. Workflow-wise, it's better to assign weights to their intended bone than to subtract. For example, if the Neck is influencing the Head too much. Don't select the Neck and remove weighting. Select the Head and add weighting. This will keep things much more predictable. 2. Is this for a game engine? Couple of things.…
I purchased MayaLT 3 days ago and I've been going through tutorials and what not trying to understand it. I figured I should take a break from the tutorials and see If I cant create someone of my own without guidance. I'm new to this stuff, I'm trying to keep the Ngons out, limit the tris, and not create wasted polys. I…
Hello all, I am working on a sci-fi enviro for an upcoming game I am working on. Ive hit some walls with the design and was hoping for some feedback, suggestions and ideas. I'm posing a series of images that shows the progress over the last week or so. I'm kind of happy with the overall shape and look of the room, but now…
I ran across this contest and I thought it would be fun to participate. But looking through the WIP's I think I may out of my league. My throne rooms theme is contrast. I envisioned an expansive space with columns so tall you could not see the tops of them and shafts of light creating contrast. Software: Autodesk Revit…
Hello Guys, I am currently working on my Bachelor Thesis for which I am developing a textureless workflow with Unity and MayaLT. I wanted to push as much Vertex information into the modell as possible. As Unity supports only one Vertex Color Channel, I am running into problems. This single Vertex Color Channel is color and…
http://docs.pixologic.com/user-guide/zbrush-other-programs/goz/target-applications/ Disclaimer -- it was a while ago that I did this, so I can't help you further. But my main point was, it does work. I think I had to spend a bit of time troubleshooting as my original path was to Maya 2017, but in the end I remember that I…
"Only solution remain is that everyone could release a lite versions of their software, which our pc could handle easily and don't die within a year." Unfortunately that won't ever happen as software doesn't get slower directly because of the number of features - it gets slower and more bloated because of the codebase…
I am not sure what you are getting at here ? Of course if you purchase a license of the software, you can use it on your own hobbyist stuff as well as contract work (although with the current rental systems, studios outsourcing work to freelancers could very well provide temp licenses for the duration of a project, which…
I swhitched from Max to Blender last year after about a decade of using both Max and Maya at studio jobs. I did so after evaluating MayaLT and Modo, both of which left me unimpressed mostly for performance and stability reasons. (that said, I still want to explore the rendering side of Modo which seems to be very…
Katzeimsack, great paintjob so far ! I love how consistent it is (maybe thanks to something like a Substance or DDO setup ?) while still looking manually crafted. It does feel quite high contrast, but I suppose that just like for the WR edits you suggested earlier it will indeed work great once ingame. Well done :) Nikey,…