So I was practicing making Normal Maps, and I made a high-res cube model in Z-brush. I then brought the cube into Maya and used the Transfer Maps tool. After I was done, this was the result: So I was wondering why the poly lines are showing up om the cube.
I am trying to merge two Maya scenes in-place. Where I import scene A into scene B and it will move items from scene A into the correct hierarchy position in scene B. Other than name-space shenanigans, what is the best way to go about this in Python? Or is there a script already that does this?
So as you can see from the screenshot in the orthos I am getting some clipping, I have adjusted the far and near clip plane in the camera settings and its not fixing it, I have reset maya completely as well. Any help would be amazing, because this is really annoying.
Hi guys, im new to maya when it comes to rendering with arnold and it's shaders. Where the hell to plug in maps : albedo,normal,displacement,heigh,roughness,spec ,AO, cavity ? is there any short but quality tutorial on that ?
I have a question! I have always been taught to model high quality and for rendering so I model based on how things look with maya smoothness -3 selected. However I have recently been learning the ins and outs of 3D Art for games and see that this isnt the case. Things are usually modelled then smooth edge or harden edge…
Maya 2017 and Maya 2018 have a been a huge improvement. It now has a lot of features that Max has, so I'm pretty happy with it. it finally does extrude with shift. It took over a decade for Autodesk to add this.
Hi, I've got trouble getting a usable displacement bake from Maya. introduction (you may skip it): I am used to the transfer maps tool from Maya 2010 (which we used at work). With 2017 (or even earlier) AD removed mentalRay in favor for Arnold. This means no more baking of AO maps with the transfer maps tool. So I decided…
I am hoping someone can explain to me why this is happening. The IK which I created from the shoulder to the wrist is rotating strangely. I have attached the maya file so someone can take a look at it.