There are some interesting modeling improvements in the latest maya. As you can imagine they arnt perfect. If someone finds an issue with a mesh and smart extrude please post it here. https://help.autodesk.com/view/MAYAUL/2025/ENU/?guid=GUID-21E37C98-B7CA-4B9A-9883-8276FD8AB819
Well that's all well and good if your game engine works, but with most projects I work on the art is way ahead of the engine until near the end of the project. Besides, when you're texturing your model you have to be able to view that texture in your 3D app for quick feedback. I'm surprised that such a fundamental feature…
Hi guys. Having a bit of a problem with the way in which my textures are displaying in Max 2010's viewport. They display fine when I "Show Materials in Viewport as Standard Display with Maps", however when I use Hardware display (to view bump maps etc in viewport) the diffuse textures appear all washed out; Everything…
I am aiming for a realistic style so the anatomy of my model will look very different from anime style proportions. I started by looking at cosplayers whose faces I felt somewhat accurately fit the character's look and feeling. As the game is set in space, Kafka has no given country or origin, but from looking at these…
Thanks for the reply, I'll try this when I get home. I have a feeling it's not going to work though. An interesting thing I noticed is, on my work computer whether I have antialiasing on or off, textual UI elements like polycount display or the name of the camera or orthagraphic view text isn't blurred, but at home it…
Is it a DX shader? Does it get faster if you use "object color mode" instead of Materials? "is there something like view distance in max viewport to hide objects in more than specific distance? + my previous question!" No automatic mode that i know of. But you should really use simple materials for preview...i think that…
hi, i have trouble with the maya viewport rendering. i want to display a lambert shader with a layered texture(a color texture plus a baked gi texture with multiply) and vertex colors with alpha. this works fine if there is just one uv set. as soon as i plug the gi texture to the second uv's the viewport rendering is…
can that peeling get activated in maya right now? or is it only in maya 2013 ? i agree that you should make 2 materials 1x all opaque and than 1x all transparent stuff (have as little as possible of that ! ) also what might help a little (but no guarantee that the guys were you send in your art test will have it activated)…
Thanks very much for your responses people, I am marking this thread as closed as I have found enough people to work with. --- Note: I originally made this post on Reddit, and am cross-posting this here as I haven't yet found what I need. I'm working on a 2d infinite scroller mobile game and I'm looking for someone…