I hate to point out the Obvious, but you can google review sites or understanding on how things work. Educational links http://www.howstuffworks.com/lcd.htm http://compreviews.about.com/od/multimedia/a/LCDSpecs.htm Reviews links http://www.tomshardware.com/reviews/…
I'm running Maya 6.5 on XP with a NVidia Geforce 7600 GS. For some reason which I can't quite fathom, my viewports have started randomly flicking between different viewports (usually perspective to front) while I'm trying to rotate around my model in the viewport with the perspective window maximised. Dropping back to quad…
Hi guys, Just wondering what you are doing to making the max viewport more appealing, if anything? In Maya and MODO is think stuff always looks great, but I cant say the same for Max. I always end up setting lights or ambient environments etc to make the modelling look more appealing. Currently, I press "8" to open the…
Hello, I installed the rigging toolset from ue4 and I got the messaged "If your settings are set to use Y up in Maya(default), you will be shown a dialog letting you know that the world settings have been adjusted to Z-Up. This is just to match Unreal's coordinate space. However, it is possible that the viewport may start…
Different applications use different techniques to calculate the padding. If it looks a little different in the empty space this is unlikely to cause any problems. Generally, Eric's advice makes sense but the padding distance applies more to when the textures are viewed from a distance at lower mipmips. At mip 0 this…
Screen Projection is going to cause that overspray around corners, the only way to keep the brush facing the surface is to use the Hit Normal. You can't adjust the falloff of the brush, other than adjusting its hardness, the shortcut is ctrl-alt-drag up or down. Shift-ctrl = radius Shift-Alt = opacity If you're not using a…
"Compute binormals in fragment shader" means - if the fbx has NOT been exported with tangent/binormals, or - if the "Always recompute tangent frames" option is enabled then the tangent and binormal will be computed per pixel (compared to per vertex). If you plan to use/view the mesh and normal map in Unreal Engine 4 (and…
just have frequent updates, or simply safe in the unity assets folder as with every update Unity should update your meshes, material definitions or textures. Imo Unity should be the viewer, not Maya as it totally depends on the shaders you might use in Unity. Perhaps we see a sync app someday here in the tech section that…
Hi there, I'm a 3D artist with 3 years experience at Animation Studio. I have experience creating 3D art based on created concepts, experience collaborating with developers to create a project for Steam (demo version of a puzzle game with stealth and action elements), freelance and my own works. I have experience working…
Yes, i already fliped Y, but it doesn't help. I think the issue with texture map, when i exported. The Screen.001 texture looks incorrect in exported map. File is too heavy, then i put it in Drive (https://drive.google.com/file/d/1V8dRgQUxpa8Ws_97I40JX3CAGVqYf81m/view?usp=drive_link).