I'm doing some tree tests in maya, working with alpha channels and tgas. That's the camera being tilted slightly. There's a MASSIVE amount of transparency issues / flickering, and I've googled and googled. I remember a long time ago this was an issue.... please don't tell me it's still an issue, is it?
Latest update: Hi everyone! I'm going for some kind of Bard Elderwood revisit, with a touch of Ivern style. Instead of his face, a hen will be nesting and lots of tiny chicks will be starring as Meeps. Still a lot to figure out but it should be fun! Here we go again!
Grab ng skin tools. It totally replaces the locking/unlocking dance with a layer-based approach, avoiding the issue entirely. Can't go back to the old way of weighting now. http://www.ngskintools.com/ edit: I noticed you mentioned layers yourself. We're still using maya 2012 so autodesk may have added something similar.…
I've been working on a scene and a couple of characters from the comic book series Witch Doctor! The plan is to get the two characters ready and animated, build a scene for them to hang out in, and then put it all into Unity so viewers can rotate around and look at it in detail on my portfolio website. Vincent Morrow looks…
This live stream is going live at 12:00 EST tonight. I will be covering setting up camera animations and transitions with unreal matinee. VIDEO UP = http://livestre.am/LWfx
People are saying its June 2015 this morning. http://uk.ign.com/articles/2014/12/08/has-hideo-kojima-revealed-the-release-date-for-metal-gear-solid-5 This looks great btw very interested to see how metal gear fairs online.
Try these lectures from Paul Richards; he has a ton of gold just sitting about his blog as well: http://www.autodestruct.com/hacks.htm http://www.autodestruct.com/thumbwar.htm http://autodestructdigital.blogspot.com/2011/10/find-design.html http://autodestructdigital.blogspot.com/2012/04/visual-remix.html
I did, that was back in 2010/2011. I've only got 2 or 1 year left lol. My intention is that this'll tide me over as my personal Maya license (minus any months I have freelance work that requires a commercial subscription).
In the UV unwrap window: Options ---> Preferences ---> Display Preferences. There's an option for render width and render height. When you're done changing the height and width, press OK. That's how you do it in Max 2011. Not sure if it's any different in Max 2012. Anyway, hope that helps. :)
Thanks guys for the tips!! In the end, was 3ds Max problems... I was using 3ds Max 2013 but when pass to 2014, the viewport showed the exactly same problems of the game, so I've solved the smoothing groups issue and done... There is the result. What you guys think??