Hi, I figure there must be a way so Maya displays the curves above (and through) geometry right? Blender has a simple way of doing that: 'Object Properties > Viewport Display > In front'. Thx!
i remember at a past company we used to have a plugin for this but is there one available online to set xnormal to use maya tangent space? i've tried looking but i can't find one.
I'm trying to set up megascans ground materials in maya with Prman as the render engine but I can't get it to look like the example can someone please help me Thanks in advance
Modeling practice in Maya. C&C much appreciated, especially on the wires. did this a while ago and tried to fix the wires as there was a lot of redundancy/extra polys. Not sure if it was successfully done.
Anyone know good grid settings for creating models for Unity in Maya? Character height specifically? A) Length and width: B) grid lines every: C) subdivisions: Thank you.
Just wondered if anyone could recommend some plugins / scripts for Maya (2016) that help you with your modelling workflow... Quad capping a cylinder would be helpful. Many thanks.
I was wondering if there were anyway to get the materials in DDO library to work more accurately for Vray or Arnold in Maya/3DS Max. Especially in regards to the normal maps and spec maps.
Is it possible to do sub-components collision between sub-components of a mesh in Maya. For example you put one mesh in a rest position, freeze transformations, then simply select some polygons or points then calculate the collision between the two objects, and when the, vertices collide with the other mesh it stops ?
@Fansub and I , and basically everyone is doing some Quad filling thingy , on Maya's side and on my part the circle filling stuff was the first thing I wanted to work on (Who doesn't want Quads on the Caps :D ) , I basically did this little script back in 2016. Action !