Yep, thanks for the pointers, but I'm well aware of Maya's default methods to create curves. However, my initial point was that there doesn't seem to be any way to attach an EP or CP Curve object to the Insert Edge Loop method. It appears that the only way to add a curve is through the Attribute Editor, using the Profile…
Hi Harbinger, Can you send me an example file where this shader assignment failure happens? We did a lot of development work on Bevel for Maya 2015 to ensure that defects like these don't occur any longer. We did indeed do work (as Graham says) on better preserving texture borders, but we also specifically focused on…
freeish* *Free for startups (under 100K), hobbyists and enthusiasts (using the service on a personal basis that is not for commercial, professional or for-profit use). Otherwise $300/year (standard) or $1500/year (ultimate). See Terms of service. If you have a promo code, you can also use it for a limited time in the free…
Thanks a lot poopipe Very explaining link indeed. Meanwhile I am trying a bit other approach by painting initial tillable cells structure as a flow map by a brush and then making every directional warp and slope blur I used to deform in sync the initial flow map colors too with a certain color/vector mix. Too bad Substance…
I found loop node recently as a replacement for slope blur with unlimited number of sampling for things like that. it might get quite slow although. For "disorder" you can just set different seed slider for initial blobs in tile sampler node or different seed in displacing noise. You can also use random darker tints in…
For Engine Stuff This Is Hugely Useful http://udn.epicgames.com/Main/WebHome.html Editing Cover: add a CoverLink to the level you're editing. cover is attached to the coverlink node, to which you can add more cover. By aligning and setting flags for each Cover Node you can define the abilities available to the player…
Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…
As far as I know this happens in DX11 mode when you're using depth biased alpha. It only affects the material preview though and should work fine in the editor You can either switch back to DX9 mode or unplug the depth bias alpha node until you've finished with the other components of your shader and then plug it back in…
Not quite what I was asking about. I meant the mode Maya is reading your files in as far as color space/gamma is concerned. Since your render is washed out you may need to switch to raw, linear or an alternate gamma mode on your file nodes. I could also be wrong, like I said just a shot in the dark.