This is nice. I got the example working that you posted, added the MAYA_SHELF_PATH as well to point the env file to both a shelf & icon path. Thanks claydough, definitely going to play around with this more.
In reguards to wasted space, by example this uses half the material space and is still sloppy. Also, I brightened the tip of the blade because for some reason you left that dark, which kills the lighting.
[ QUOTE ] i'd say it needs a blackmetal logo on there, somewhere, like in this example: http://www.redstream.org/images/coverArt/Opeth_Orchid.jpg [/ QUOTE ]God forbid you middle mouse click on the image in firefox!!!!111
"For example, when the issue of force feedback in relation to heads being driven over by cars was raised, one of them stood up and shouted "Like a speed bump!"" LOL, nice defense team.
Not sure what your settings are (or what version of Maya you're using), but Maya does fill up holes in the UV while packing, just as you describe. Bad example below to prove it, and my settings:
Hello so I've made a .py script for Maya that listen for the operation of polySplit and after the node was created if the Crease Set Editor is opened and you have a set selected will automatically add the newly created edges to that crease set. So far the script works well but I don't know what is happening when I hit Undo…
yes, artstation is the best portfolio showcase platform. + the one crucial thing i've noticed is that likes are SO MUCH IMPORTANT ! if your 3d characters have for example 7 likes, you should know something is not right.
Hi everyone, I've been wondering if anyone knows a script or a way to effectively delete garbage/empty groups from the outliner in maya. I'm attaching an example. I tried to use Optimize -> Delete empty transforms but it didn't work so.. yeah.. Thanks in advance!
I'm sure this has been asked before but I couldn't find a thread anywhere How would you make your material self illuminate for hand painted textures like you could in max. For example in max its in the material editor with a corresponding value of 0-100...
Is there any way to have a full 2d view of the baked maps? Or any info about the resolution. I can not find any way to double check the quality of the baked maps once they are done. For example I can not see if the normal maps have artifacts. :)