was digging around some kind of symmetry tool for photoshop, and i came across this: http://polycount.com/discussion/127112/dumbsymmetry-for-photoshop however it seems that thread is dead, and the plugin is outdated for photoshop cc. is there any tool similar? I was gonna switch to autodesk sketchbook pro, but i got turned…
Hi. I have a problem with pre infinity and post infinity .. Has anyone ever experienced that pre infinity or post infinity does not work when they want to use it?I select the curves and I press pre infinity and the post infinity but it does not do anything. I use Autodesk maya 2018 update 4. Is someone with experience…
Hi there, I use Autodesk Maya and have been learning it for a while and always try to understand examples of cool 3D graphics I find. I saw this recent trailer for Killer Instinct for the character Omen and I was impressed by how his body just looks like this ghostly electric being. How would you make a similar looking…
Hi There! Been porting my shader for Opengl for compatibility reasons. But it seems I cant sample any texture in custom code. Not even Autodesk example works, even though it works in the shaderfx swatch. It works with OpenGL legacy, seems to be a problem with OGSFX Did anyone have this kind of problem before or know whats…
@Malus Thanks! @Kodde If Autodesk overhauls the CGFX integration int 2011 to be more stable that would be awesome - if they extended it to allow access to the already existing shared shadow buffer that would be amazing. I have heard of some people re-writing the cgfxShader.mll plug-in for in house use, if i could even just…
We don't touch the internals of an Xref, since that is fairly fragile in Max. Like, not for a rig. We use them for static meshes and for animated meshes that aren't connected to anything else in the main scene. I did talk to an Autodesk guy who said they are working on better referencing, so we'll see. Apparently…
I don't know if this works for skeletal meshes, but in blender I use sharp edges with an Edge split modifier, but then before export I remove the edge split modifier. Then I export as obj and make sure the "Smooth Groups" option is checked in the export dialog. To import into UE4, I just use the autodesk fbx converter to…
Actually, I'm confused why would Arnold give a watermark? Autodesk bought out the company and it got integrated in the newest versions of Max/Maya. Unless you're using an older version, then why not either upgrade or use Mental Ray/iRay? Or like PixelMasher said, if you're trying to enter the game industry, drop both and…
Ewwwww. You "love" that workflow? Thats easily the worst AO baking workflow of any major 3d app. Well I guess we know why Autodesk hasn't implemented a standard high-low ao bake workflow in Maya, people "love" it this way. =P Honestly, if you're baking in Maya, just do AO in XN.
Well like we concluded in my thread, turning off Explicit Normals will fix it. As far as I understand the problem is with Autodesk's FBX exporter that doesn't handle flipped UV's correctly, or at least differently from what UDK expects. However if you need it for a character I guess you'd have to do the material hack I…