Here's where mine landed. You can just put this in a startup script. Also, change the font to Consolas in the Preferences | MaxScript tab. listenerBackgroundColor = (color 80 80 80) macroRecorderBackgroundColor = (color 40 40 40) macroRecorderTextColor = (color 147 179 210) pythonPromptColor = (color 240 95 146)…
Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
I looked into how normal maps actually worked, I knew they were a vector but needed to know which axis each color used. Found out that blue is Z and should not be below 127. Now since the paint would dull the normals of the wood I went ahead and added a levels layer mask that brought the red and green channels closer to…
Thanks guys! Wow! So many responses :) The masses have spoken - 1,2, and 9 are on my list! Spark - I was actually going to model those details in 3D, so I could get my poly skills up. But I'll find something easier as far as the helmet goes. And afterwards I'm considering 1,2 ans 9 but we'll see if I nail the medevil…
am i fucked? 1.2 million polies. how might one go about texturing such a work? i have zbrush and blender available for usage, and have mats/colors on the model in zbrush. as far as i understand, you cannot map uv's in zbrush, is that right? i would love to map in low subdivision and use that for high poly...but i don't…
so I was having the same problem with my ivy and found a script that adds the normal colors in the diffuse slot and then set the self illum to 100 and render with your normal map with a ortho camera. Pretty much the same thing that ben's tutorial does but without the light setup. you can find the script at scriptspot.…
You can still get what you were expecting but you need to use mental ray. bake a mentalray AO map. and increase the spread angle until you get your details. usually 1.1 or 1.2 should get what you want. keep in mind though that going above one can cause faces to occlude themselves which will lead to faceting. heres a gif of…
I think its a good start but if you want this to shine i think there are some things that need to be done, so first i think that a thing that is detracting from this is that your tires and mirrors and barrel seem to be pure black and read as the same material same as the recess where the lights are located. the model: so…
As part of my personal development, I have been working on my player character for the Lostmonster project, the main character. I recently updated the initial concept I had for this character. We conducted a test to evaluate how well the topology performed, and we are very pleased with the results from the start.…