Yah I can't really afford a new CPU atm, I'd rather wait for the Six Core's to come out or the i7's to drop in price. So I have $200 to spend on a worthwile upgrade still.
I am attempting to render "smooth" meshes for a scene in Maya. Renders fine in Maya Software mode (but doesn't show smooth meshes) but when I switch to Mental Ray the render comes out black. All materials are Lambert, all textures are jpegs.
I've put a couple of hours in with the model graphs now and.... Its basically in a beta state at the moment IMO - it's quite crashy, there's a pretty rudimentary set of prebuilt nodes, documentation is incomplete and you can't work with subgraphs (yet?) - I find that last bit the most frustrating. The initial learning…
thanks man , smoothing groups are a core functionality on my workflow and this script would have come handy lota of time contact me if you need me to help on anything !
haha guys, these are great ideas. Thanks much. Without a doubt, i'm going to look into all (okay, almost all) of them. keep them coming! i'm in sponge mode!
Hey Sam, Some suggestions! 1. Check some proportions here and there. A few things seem to be a bit off compared to the concept and reduce the chunkiness of the door. 2. Small window! 3. This bevel is VERY important because of the lighting. I would rework this piece a bit to match the concept so when the lighting phase…
good point about the ground pipes not matching up with the style of the ceiling pipes. I'll have a play around with some more uniform spiral patterns around the base to counter it and see if i can get it more inline with what's going on in the center and the top. As for the lava, i feel the red is just about right…
Newer graphics cards are awful at editing models. They're optimized for smaller batches like you'd find in a game rather than single batches of millions, and expect batches to not change once uploaded. 3DS Max is pretty much unusable on my machine with complex models as there's a 1-2sec hang after any change to a model…
Got it working. Holy smokes, I can't believe what I did just worked. Definitely in foreign territory when it comes to all this new fangled blend shape transfering mesh attributes stuff. Anyway, for people who stumble upon this: In your modelNameShapeOrig node, uncheck "Intermediate Object" on all your blend shapes (not the…