What's up guys, I was working on a metal barrier model trying to get the UV map looking right for the rounded part of the barrier and running into some issue trying to get the UV map right looking good and not bending too much, and was also not sure if I should be connecting this bent part of the barrier to the other two…
I have multiple subtools consisting of a human head, mask parts and strap parts. I started detailing the mask first and needed to use UNIFY as it was giving me issues. I kept working on it, not really thinking about it. Now I'm wondering how to get the small tiny head in the distance along with the straps to the mask? or…
I am trying to build a half organic mech monster. oh, in case you wonder why both end of the monster are heads but no butt. ya, you didn't see it wrong~~ so the sculpting is done already. leaving the retopo part that I am not so good at.anyone can advice me how to determine which part need to be geometry and which part can…
We need rendering services for our 3d animation project. Part 1: Rendering itself is a small part. (Maya + Arnold) - studios/ those who already have renderfarm services to provide. Part 2: We are also looking for developers who can assist us in setting up our local servers for the next phase of our project. Knowledge of…
No old assets in use besides textures. And I doubt it is machine as those problems also occurred on many workstations where I work. And I have those problems as long as I work on Maya soo... I probably won't go back to Maya and will stick to Blender for now. I only wanted to know if others have similar problems and…
Sure. Here's the texture alongside the model in Maya (I circled the parts that correspond): It looks like I'm deliberately drawing the line to be messed up. But bear in mind that the PSD texture is 128x128, and so that leads me back to my issue: I'm drawing at the pixel level, and my pixel grid is not lined up properly…
Love TeeJays rant. I have to agree. And some good tips from ceebee. Finding good reference is very important. As others have said; take the human anatomy in stages. Sculpt an arm for a few nights in a row. Concentrate on parts of the body before moving on. If you don't mind spending a little bit of money I recommend this…
Do a cheap traditional art coarse locally (maybe in the evenings) work part time if you can and learn the rest off PC and other sites. College courses are for the most part a huge waist of time and money. Having a part time job while working off your own back will teach you more about time management than a college can.
Pretty good. Part I is an intro to how Maya works behind the scenes. I used this together with Chad Vernon's page - I found they complement each other. Part 2 seems to have some handy math tutorials, but if you're already familiar with vectors, rotations, etc. then you could skip this. I haven't really read much of part 2…
Are you aware of SP's 'bake by mesh name' feature? It's the same as doing an explode bake, without the exploding. If all your parts are on the same texture sheet you can name all your low/high parts exactly the same, with the suffix _low and _high, respectively, and export all parts as a single .fbx. Then in the baking…