i delete it but maya keeps the normals intact anyway ! because i use 2 separated instances and i average the vertex normals all along the seam . it looks like its perfectly smooth shaded even though its 2 objects !
Balancer was updated to version 1.0.2. Here is the list of main improvements: - Full support for smoothing groups - Intelligent vertex joining - Enable/disable lighting for easier silhouette inspection Thanks to everybody for contributing ideas and requests. Download link: http://www.atangeo.com/download
Now try this bug: Wireframe on shaded : on Camera selection : on select object, right click and change to either vertex or edge, and try to select. I have tried on ati and nvidia card, and it's the same, I cant get a proper selection. Reported, but no response.
Maya 6 is much improved regarding viewing normal/spec/bump maps in the viewport windows. You just have to switch on "high quality" in the individual views. You can (finally) also see vertex lighting much like you will in-game.
Hi there, Sharing something that I did at the last weekend, it took about 6 hours of working to get on this result. It was sculpted in Blender, the base colors painted with vertex colors and the rest of the texturing was done in the materials, rendered in Cycles using Pro-Lighting Skies. Based on the on concept art of Tim…
Is is possible to weight vertices using CAT like you can with Biped in Max? If so, how? The options appear to be there; 'include selected vertices' etc but I don't seem to be able to actually select any verts, only edit the envelopes which is ok to a point but there's a few stray verts that I need to fix. Thanks
Hi Got the warning shown in the title. Googled the crap out of the problem but am non the wiser really. Anyone have issues with this? I just got a new rig and the onboard graphics card is an Intel HD Graphics 4600. I have no experience with these as I have always used NVIDIA.
here is the picture. The mesh was created in MAX (without sub-divisions). Then I brought it into Maya to bake normals, but after I applied smoothing, something weird happened. It seems that pinching appears only if there is a vertex on open edge. Now the question is - do I have to close all my open edges, or? thanks!
Hi. As the title suggests I'm making a weeping tree and would like some feedback! To me, some of the branches are too thick and I might need to add leaf cards to the empty branches. I have not finalized everything like vertex normals but I would like outside input because it seems a bit off. Thanks!
I was wondering if anyone knows of any Maya scripts to paint vertex colors procedurally. Similar to what Pivot Painter does: https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/PivotPainter/index.html I've found a couple scripts that do roughly the same as Pivot Painter but it's always Max scripts. Thanks!