Few things I'd like to add. Epic themselves generally suggest using AO textures for small cavities and letting SSAO/SSGI/Lumen/DFAO do their jobs. AO being baked into textures isn't necessarily a bad thing, it can simulate dirt and grime even if you're getting AO elsewhere. Often times with textures you got albedo and…
Thanks again @carvuliero I've ended up to put this command also into userSetup.mel (\My Documents\maya\2022\scripts) to get it by default at Maya startup.
just discovered that photoshop can import obj files and texture them, my problem is that default lighting is so ugly, i was wondering if is possible to have a 100% illuminated material? thanks
Been working on this recently. Similar (ok, ok, exactly like) to the Brunt skin that someone (sorry, not good with names) did a while ago... These are team colours btw, the default skin is white. Your thoughts? old_man_funk
I'm tackling the mineral enthusiast himself, Taric. I am either going to do a rework of his default skin, or come up with a new one (pending a question I'm awaiting an answer for).
when you zoom in on a viewport with a background image, is there a way to increase the limit when max ask if you wanna go trough with the zoom? default is 16 but id rather have it at like 70-80
I know you're supposed to use mental ray for rendering ambient occlusion maps. But do you use mental ray for rendering normal maps, or do you use the default scanline renderer?
hi i'm new here and this is my new work, a mimic, screenshot preview in unreal engine.going to add in some animation for this guy like how u see in game (default, attack...)c&c are welcome, thanks!
I'm having a excruciating pain figuring out if there are other ways to work around this horrid new axis they have as default in the view port window of Maya 2008. Is there a way to get the old view axis back?