Copy Skin Weights is your friend in Maya. 1. Make your new mesh 2. Bind new mesh to the same skeleton 3. Select old mesh + new mesh (in that order) and go to Skin menu > Edit Smooth Skin > Copy Skin Weights and try different settings. I recommend these settings: Surface association: Closest Point on Surface Influence…
I'm so intimidated by this thread and the awesomeness in it. I don't know how you guys can sculpt some of these models in 1-2 hours. Anyway, here's something that's related to a prop I'm making for work. Sculpted from a flat plane in about 3 hours. 3 1/2 hours if you count the 30 minutes I lost because i forgot to save and…
Although our focus is hi poly, if you are a great low poly / texture artist we will still be very interested. The main thing is that you show skill in what you do and that you are not a 1 trick pony. There are essentially 4 stages to be an artist with the new tech. 1. Hi poly 2. Low Poly & Process Normal Maps 3. Creation…
I'm not sure, its just the way I was always taught (MLA format? don't have my handbook handy) - maybe its a personal preference too. It can go either way I think, just depends on how you phrase the question and how you answer it. Its a minor issue really, probably not worth splitting hairs over. "What positions has this…
It's the correct behavior, there's nothing wrong here, and no, a normal map shouldn't look "correct" when displayed as albedo . It's just not the system it is meant to work with. A normal map encodes a direction aka normalized 3d (XYZ) vector for each pixel with its RGB value. For instance 0 = -1 ; 128 = 0 and 255 = 1 So…
so have been working on this for a while, but was mainly procedural textures. So if i wanted to bake them down in to textures for a game engine, what woud be the best approach here the archway has around six unique textures. should i join all the elements together and have six multi sub textures or make 1 big texture sheet…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
Why do you need seperate smoothing groups? I think most UV to smoothing groups scripts will use the same method as both of those scripts or newer scripts swill select uv edge boundaries and make them hard edges. Neither will help you. Another issue is that there are only 32 smoothing groups. I think you'll run out quickly.…
Scale your UVs into a square shape, then bake to a non-square texture depending on the scale setting you used. Scale UVs 0.5 on one axis then the texture needs a 2:1 ratio (eg. 2048 X 1024) Scale UVs 0.25 on one axis then the texture needs a 4:1 ratio (eg. 4096 X 1024) Though I've heard that some game engines perform…
Do you need to use a mel script for this? Maya makes this fairly easy to do. Select the item you want to move first, then select the item you want it to move to. Then in the Channel Box, select the translate X value and hit tab 3 times. In case you want MEL anyway: { This'll move all selected objects to the last selected…