I wrote my own Maya file versioning script. Wrote 1 for my studio then later ported it over for home use. My own structure looks like this. Quite a lot shorter than what I use at my studio. <root>/category/type/asset_name/model/asset_name.v###.ma <root>/category/type/asset_name/texture/ <root>/category/type/asset_name/etc…
posted these from this thread link Download Substance Tools Tiny Update I decided to remake the curvature map inside substance designer. The substance designer curvature node map filter comes with a noise issue that was just not great for composting on top of base colors. Especially on clean meshes like the robot low poly…
Hey raz thanks for the response. I actually feel the same way about doing this as a rendered piece and not as a real time piece but when I went into this project I decided to treat it like a freelance piece, and do as directed by my mentor as far as over all decisions for the concept go since in reality I will probably be…
What ends up in the game engine is triangulated. You can use whatever works best for you. Quads are great because it allows for easier selection of rings and loops. Tris are often great for organic forms. You might want to force triangulate a non-planar quad that might be auto-triangulated in the wrong direction. afaik,…
good comments MoP and everyone. don't get too down on yourself, there's a lot of good stuff here ninjas. but if you really want it to pop, or be as thorough an investigation of new forms as you would like it to be, you're gonna have to resist the same old fallbacks we all do it to some degree. you just need to catch…
by the sound of it your teacher neither inspires much confidence nor does seem to be really teaching all that effectively... but that's just the impression i'm getting first off, the lizard-riding concepts: i like the original color one the best, but i think that's because it's the most 'together' and conceptually…
mm mok I looked into it but I found not how to make it actually .. .may be you can tell me how to ? Basically I have a mesh rock and I want to make over a root vine entangling it , without wasting too much time manually moving vertices ... tried also ivy generator , but creates too many ivy and too much random , I wand…
I'm not quite sure what it is you want to do with those verts, but its not cloning. Cloning is when you have some part of the model that you want to make a copy of, for instance if you modelled a button on a robot, and you wanted another one identical somewhere else on the robot, you would use clone to make a copy of the…