I suggest reading this thread http://www.polycount.com/forum/showthread.php?t=125122&page=15 I personally think its a highly affordable product with a great core. Extension 2 fully supports MEL if you look at that thread you can see some of the mels that have been confirmed working. I have not used the send to unity…
It's a very old photoshop feature. I think it saves path in ilustrator 4 ai, I can't confirm or deny that. The only problem with using photoshop instead of illustrator is you don't have the useful pathfinder options. The shape layers in photoshop seem to have them but I don't know how to convert those shape layers to…
this is true...it was canceled in '07, which is too bad all the prototype footage ive seen looked awesome, the art is from former employees that were given permission to post it. other than that, there may be some content out there that's not supposed to be, but as far as i know the majority of the art is from former…
Hi, It's my first time handling normals and I am currently having quite of a struggle with it. What happens is that after generating the normals, applying it to my model inside Maya and exporting the obj, when I import to confirm that all is well I realize the normal is not there anymore. Can you help me with what I am…
i thiiiiink the projection modifier may be able to do this? not entirely sure. depends on what you want to do speciically, i never did thet "remodel UVs with quads, transfer attributes" in Max. but it has a source channel and a target channel, maybe it works? also textools and other scripts have the ability to unfold a 3d…
Thanks for the help but restarting maya and reloading the scene doesn't help. However, I noticed this only happens on objects that I extracted/separated faces from before reloading the scene. This would explain why earlier incremental saves are affected because I don't notice anything wrong until I load up the scene.…
Great. Confirmed, BC5 and DXT5 share the same memory size. The quality of BC5 is noticeably better. DXT1's quality is not much less than DXT5, but at half the memory size. It would stand to keep the quality of BC5 while creating a RGBA mask file separately, even lowering the resolution a bit. (Makes sense to throw the…
They've confirmed that it does, actually. I've been rewatching all of TNG with my daughter (even season 1, with the painfully beardless Riker) and they talk about it relying on the same technology as the transporters and the replicators. I absolutely want a holodeck myself. Of course, that's a little cheap since it means…
Malcolm> Yeah ATI cards are a pain when it comes to CGFX shaders. I've had many users with ATI who couldn't get my shader working. I don't think I'm alone when it comes to ATI + CGFX in Maya not working that well. By the way, did anyone try getting shadows working with any CGFX shader in Maya? Anyone confirm that this…
The high millisecond count on the substance nodes confused me at first too, so I asked in the Steam forum for the beta and it was confirmed that the substance is built once at runtime. So the cost associated with a 500ms node is just the initial cost. Though if you incorporate a parameter change into your gameplay that…