hi folks, this is for tech people, an experimental plugin I did a couple years back to output different tangent space normal map's from 3dsmax baker. The idea was that the quality normals modifier implements "known" tangent spaces from games such as Crytek, and therefore allows easy and synced authoring for an engine…
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea.I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this.Please correct me if i am wrong, i'd love to have this…
Rendering Baked GI in Unity 5 happens in two phases. The Precompute and the Bake. The Precompute phase happens with both Realtime GI and Baked GI, but the Bake phase only happens with Baked GI. The only way to see the complete render time is to open the Unity Editor log file and look for both the Bake time and the…
I think Larian Studios is using generative AI correctly and ethically. https://youtu.be/Gy9P2HPF9ss?t=534 1. Automation of tasks nobody wants to do (voice editing, animation retargeting, cleaning up mocap) This is an excellent usage of generative AI, and what we should absolutely be striving for. 2. Whiteboxing…
EricChadwick: Yep, Soft Selection has been in Maya since Maya 2008 extension 1. Here's a diagram of selection methods comparing Maya 2008 and Max 2010. I'm using the same mesh and achieving the same results in both packages. I have documented the steps required to achieve each one. Conclusions For selecting geometry…
My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
I want to create a simple command, that will take the selected components and align them to a point under the users mouse, limiting the movement to a single axis. This can be done in default Maya but its cumbersome and involves multiple steps: * Select components to be moved * Activate the axis they are to be moved along…
I've put a couple of hours in with the model graphs now and.... Its basically in a beta state at the moment IMO - it's quite crashy, there's a pretty rudimentary set of prebuilt nodes, documentation is incomplete and you can't work with subgraphs (yet?) - I find that last bit the most frustrating. The initial learning…
Maya's default unit should correspond to Unity's default meter units. If you make something 2 units tall it should import nicely to be 2m in Unity. Very handy. As for what to set your grid to, (Display > Grid > [ ]) that's up to you, and it depends on what you're working on. You have 3 basic options: Length and Width -…
Hey Sam, Some suggestions! 1. Check some proportions here and there. A few things seem to be a bit off compared to the concept and reduce the chunkiness of the door. 2. Small window! 3. This bevel is VERY important because of the lighting. I would rework this piece a bit to match the concept so when the lighting phase…