I think throwing your hands up when Maya get's it's window focus wrong is totally in order. I've come across this as well and it does seem to be an issue of Maya getting focus wrong.. It's been a big issue with node editor vs bifrost graph editor fighting for focus too. It doesn't operate by magic, but it does operate by…
On this kind of material, the blend mode only needs to be translucent or additive, and you can then render it unlit. Put your colour into the emissive instead of the diffuse slot when you do this. The vertex shader shouldn't really be affected after you do this. I'd check your main node settings if something changes once…
Managed to solve the issue in the end. I was able to use the Default blendshape mode and using the mesh inputs menu (Right click on mesh - Inputs - All inputs) I moved the Blendshape node to be above the skin cluster. This way I can pose the face and then add the blendshape without going back to the full corrective pose…
That's because the normals are flipped, at least as far as Max is concerned. Max expects Y- - just invert the green channel in Photoshop and you're good to go. :) Alternatively, you can flip the green channel in Max's normal bump node as well. On a side note, I'd highly suggest straightening out your UV shells. You'll get…
I think mbullister's example shows that a multilayered surface does look much better and more realistic than just diffuse with a flat normal. Sure its more expensive, but thats what fallbacks are for. Having the extra specular layer really helps the perception of the material. On a side note, with unreal moving to deferred…
As already stated, you have Xoliuls shader ( not familiar with the Maya version but I absolutely love the Max shader). And Marmoset. A few things to note. They're simple but effective, apologies if you've tried these already. Firstly, are you using high-quality mode in the Maya viewport? I've always found Maya displays…
I'm observing some dark spots in some of the deep parts of the nose, too. Will take note of that in future renders. Yeah it's polypaint and zbrush render for this piece. I was thinking of retopologizing and putting in more detailed textures but I thought I'd apply it in my next piece. Thanks for the feedback!
@josh_lynch Thanks man, much appreciated. Yeah, I will give the smaller pebbles a shot over the weekend. @aelwine Really appreciate the critique! My approach to the pebbles was different than Rogelios, but the idea of using a scatter sounds better than what I did. In my setup I have two node groups for pebbles, each…
Maya uses construction history to (try) to keep some sort of editable options open on previous commands and actions done on meshes (or nodes). It works by inserting a history node into the scene graph, in the case of a polygon cylinder this node will be called something like 'polyCylinder' and has the attributes you're…
compared to some of the block heads on the board i consider you a softy. :) i guess some people look at that pic and laugh because they think its a bug. but there is another group of people that laugh because its a feature. i have not really known any animators who would trade in maya for another app once the have worked…