Long story short, I have a potential job offer to work as a 3D artist in Beijing, China. Even if it doesn't go through, I would still like to know a few things... And I know of a few of ya that are in the area and hopefully would be able to help me. A little background about me, for reference: I finished college just over…
Hello, I'm trying to write my first cgfx shader for Maya, and I have a question about what the upper limit is for number of texture maps I can access. I am using Maya 2012, and in Maya's help it says its cgfx shader plugin supports Cg version 3.0.015. I have a Quadro FX 3800 graphics card, and I can compile and…
I am having some issues related to using my baked RGB maps as Material ID maps in the Multi Material Bland node. This issue also regard the color to mask nodes. I bake my RGB base map in 3Ds Max and I dilate the edges in photoshop using the xnormal dilation filter. The issue lies within using anti aliasing in the multi…
Please submit applications here: Staff Texture Artist / 3D Modeler Senior Texture Artist / 3D Modeler Turbine is a premier global interactive media company. A team of entrepreneurs formed Turbine over a decade ago with the vision of becoming the leading provider of online subscription entertainment. Since then, the Company…
Hello everyone, I'm trying to learn MEL scripting coming from a background of Unity C#. Currently I'm working on a script that moves all selected vertices to 0 on the x-axis. I borrowed this script from another forum but it doesn't seem to work when the object has moved: string $verts[] = `ls -sl -fl`;<br> for($vert in…
https://www.youtube.com/watch?v=gZfwOH45e00 [Asset store] [Documentation] [Video] [PC Demo] An environment asset pack inspired by the current 3D adventure games and of old. Stylized vegetation dots the landscape as your hero traverses the world in search of adventure. This package features several stylized natural assets,…
DecalMaster is a Maya plugin designed to accelerate the surface detailing phase by providing a UV-less, non-destructive, non-committal workflow through decals and trim sheets. It does this by enabling quick placement of decals onto a target mesh as well as automated uv unwrapping target mesh faces to trims within a trim…
Yes -I overcranked the scattering intensity so that I could more clearly see the errors. Interesting point that you suspect that the volumetric shadowing doesnt behave the same after baking -but I am not sure that this is the case. At least this is not something that I have been able to recreate in my tests. Thanks for…
In your example, this backface culling setting was applied to only the "selected" active selection ( if any ). That might lead to unexpected behavior if you simply meant to apply backface culling to "ALL" or on an object that wasn't selected. If that were true then the right answer would be to simply select the "all"…
@cookedpeanut: i initially just modeled it flat and applied a bend deformer to it. had to do a little bit of vert tweaking to get everything to align but it wasnt too bad. @igi: i toss my maps into ddo just to start blockin in basic colors/materials. ill use some of the presets as a base to go for look/feel and then tweak…