I'm having same problem in both maya 2016 and 2017. If you've found a solution, I would love to know it. I've tried a few things, but i'm not experienced enough with Maya to know exactly what settings i'm changing. Thanks
I think you need to fix the " EDGE BLEED". Go to: Windows menu ( in the main toolbar) -> Preferences-> Paint. Click on the PAINT rollout and find "EDGE BLEED". In mudbox 2016 the value is set to 4 ( if not mistaken). Reduce the value... it should help.
found the problem, when using "Active Range" he was getting 1f instead of just 1 so it resulted in a integer convertion of 116 anyway i updated the script so this shouldn't be a problem any more :) tnx again for taking the time
http://rd3d.com/dtools/ Works like Maya's built in tools but it's much faster and comes with a ton of nice features :) just what I'm used to. Check out the demo, its worth a try at least. Doesn't work with Maya 2016 yet.
Their test system was pretty E-extreme: http://benchmarkreviews.com/index.php?option=com_content&task=view&id=916&Itemid=72&limit=1&limitstart=1 If anything there binds Kepler... I guess we will have to wait fer Haswell?
Unfortunately the one click aspect wouldn't be possible without the "Auto Seams" command that was recently promoted from Bonus Tools to regular Maya. I only tested it Maya 2017 and 2018 but I could try to make it work in 2016 as well.
I started to work on this mosque. I thought it would be a nice challenge. It has 216 tris and is being textured with 2 64x64 textures at 16 colors. Let me know what you think. Currently working on the textures. Thanks. Alex
@neosorcerer Love the style. Here you go guys: 916 tris One 256² map for the body and one 64x128 for the bags and the baseballbat. http://boost.am/18122/thug22.rar.html Glasses,boxes, cig and part of the cap can be alphaed out.
http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=3 for United States afaik, not exactly rates but you could come up with those on "money you think you should earn / time you want to spend / amount of projects"
Hey guys, i have terrible problem with normals *shrug* i used separate uv tools in maya 2016 and then sew uvs back together into shells. seems like xnormal is trying to generate normal map for individual polygons :poly127: