Hi Polycount forum, I have a problem and couldn't solve it. I lost so much time. I first applied zremesher to my model. Then I wanted to prepare UV for Maya but whenever i try to do UVmaster = Unwrap. there are too many (372) UV. What is happening and how can I fix it? Thank you. .
Is it possible to export curves out of maya as paths that can be read into photoshop? I know the reverse to be true getting curves into maya but I want the other way round.
Check out the latest preview of Maya with DX 11. The viewport is using a DX11 shader with crackfree displacement. http://area.autodesk.com/blogs/marcel/maya-directx-11-technology-preview
is there a tutorial out there for rendering hi polys in maya? ive seen this one http://www.artemstudios.com/2010/tutorials/material/MaterialRenderingTut.htm which ive used in max, but is there an equivalent for maya? thanks
Does anyone know if there is a way to preserve triangulation direction with fbx out of maya? Max has the option but maya doesn't. oh and im running fbx 2012.2 on both.
Something we found today.. Maybe people already knows but since everyone always complaining about the quad/tri system of Maya, that may help. https://www.creativecrash.com/maya/marketplace/scripts-plugins/modeling/poly-tools/c/max-style-turn-edge-for-maya
I am looking for different HLSL shaders to render viewports in maya. But my search has not been so easy. In max you can just use xoliul shader and be like FTW! But it doesn't work in maya. I was wondering if anyone had a good working shader for maya 2011 that isn't broken. Thanks!
A friend of mine recently got Maya 2013 and was appalled to find that physx and dmmn are absent from the package.So I wanted to ask if Maya no longer includes these plugins with Maya.If so,is there a way the plugin can be made available to Maya users?or we will have to pay for the plugin or its free?