I don't have too much of an issue with the facial feature brushes, I personally made an Ear brush for outlining, which helped quite a bit. It may actually help those that are just starting out, assuming they don't just use the default and call it their own.
If you make sure that the scale of each parent joint is connected to the inverseScale attribute of its children then you will be able to scale each joint independantly of hierarchy (this is the way maya sets up joints by default if you create the joint chain via the create joint tool).
At this point it's expected behaviour, I'm not worried :) my testing level has almost-default Lightmass settings, the cube room has a low lightmap res, and I'm baking lights at Medium quality It'll look lovely when it's time to put the final results up ;)
thanks guys. working nicely apart form one thing..the extrude comes with 15 divisions by default? how do i set this to just one? This is what i have so far: bt0 = cmds.button( label='Extrude Face', width=203, command=cmds.PolyExtrude )
Okay, I just figured it out but myself. The "Use Real-world scale" was checked, and that caused the problem. I don't know how I managed to get it to be the default, but it can be changed in Customize > Preferences > General Tab > Use Real World Mapping check box.
The PBR Shader in Maya is set up by default to only support 1 light. Open up shaderfx Click the "Standard Base" node, (the orange one) Open its properties and set the "Lights" attribute to however many lights you would like the shader to use.
You shouldnt need to use texture memory on alpha foliage. Vertex Color should have plenty of lighting information. Unless you want it dynamically lit from point lights. Set the Lightmap density to '0' on the grass meshes, which will default to vertex lit.
TFT mumbled something about the Eizo's 6-bit + FRC being nearly the same as the 8-bit. I suppose the price difference is the default calibration (+5 years warranty over the 3 years of the Dells'). Looks like the 2515 is the choice then. BTW, o hai
Similar to what lightmass does right? Creating a grid and doing directional samples of the indirect illumination. Also I had noticed that UDK has a default falloff exponent of 2 for its static lights. Things seem to be in order, Am i misunderstanding something here?
In case some people didn't know, Scaleform is a middleware that lets you use flash to make your UI. It's still funny to see that the default reaction to buyouts of any kind is "yay, now they'll combine A & B" 6 years on - Max and Maya have not merged.