WORLD MACHINE TUTORIAL Anatomy of World Machine Nodes Heres a quick description of how a World Machine node works so that this tutorial can make sense. Basically a node is just a box you plug something into and get something new out of based on the calculations of the node you used. Some nodes have an option for providing…
Goals: Addendum One thing I forgot: Once I have all of this working for dbuffer decals, I like to implement it for regular deferred decals, too. I actually started with those, but getting them to blend with instead of overwriting underlying materials turned out to be more complicated than I thought. Once I'm more familiar…
A few things... 1) The outer spline is a bit messy, some of the outer teeth on the sprocket have double verts which is going to cause problems. 2) You need a plan for the edges connecting the two pieces together. 3) Centering the pivot point should help you align, rotate and duplicate pieces so they are mathematically…
I use headus a lot myself as well. The way I always did things was: - export several objects that need to share the same texture later as 1 OBJ file (sometimes up to 30 objects) - load it into Headus, get some coffee and spend to time on unwrapping all of them - in Uvlayout I group objects roughly together but I dont do…
Some tips: Only use the tool in "replace" or "smooth" mode. Subtracting weights doesn't work well, since it doesn't know where to assign the remainder. Sometimes smooth assigns a tiny bit of weight to every joint. I can't remember if Maya has a prune weights tool yet or not, but I wrote one a long time ago. Either have an…
This is the latest working version v2.0 Alpha2 To make it work you have to do the following. 1. Download the macro and also the overlays.zip file. 2. Extract the overlays.zip file to c:/ or wherever you want. 3. Hook the macro up to your terrain and then double click it, click "enter macro" 4. In the top left corner there…
I am sure this is not a novel technique, but I haven't seen it described anywhere so I thought I would share. How I came up with the technique: After working on retopology for the first time, I found the process to be egregiously time consuming. Probably the biggest reason is because I am not very good at rerouting…
For me, the main argument for abandoning older work, is not spending more time polishing something that's fundamentally flawed (no amount of paint can cover it up) and instead apply learnings to an all new project. Honestly, I think this applies to you're portfolio too. Re-lighting won't fix issues that were introduced at…
Hi David, could you provide more information? It's not clear which feature(s) in particularly you're asking about or what your goal is. The thread title mentions video encoding, however you talk about 1/2 quality. What do you mean by that? If you mean the resolution setting that you set in the Render object in Toolbag 3,…
Script! You will need to make sure your houses pivots are at their base. i can give you a script for that if need be. I made the script only position the house not change their orientation to fit the terrain, I can do that too, but it struck me as a dumb idea. If you find the houses are not fully bedded into the ground…