trying to write a procedure thats groups the uvs shells into 3 seperate categories (Small, Medium, Large). but running into an issue where small uv shells doesnt get cast to the correct array $uvShellSmlList. Im been spending the whole day looking and testing to see why its doing that. Note this code only works on maya…
Tell me if this sounds familiar? I can do everything alone. I don't need anyone. I am smart, hard working, and most of all, I have been hurt, so why do I need anyone? You're not alone there... been there myself many times. We are all in this life together, and none of us got where we are without help from someone. That is…
Maybe I was being too harsh. Maybe I'm not. Truth is I know at least 30 people who are in the same boat, and are all looking for some magical way of becoming good enough to land a job. I've even volunteered my time to give them free lessons, teach them basic principals, and really work through and iron out their 'project'…
Okay, here's the new and improved uv mapping tool. It should save a lot of time for you. You don't even have to rotate the view around while you're mapping, it will align the uv gizmo to the average normal of the selected faces automatically. Use the "Gizmo Size" spinner to set the size you want for the gizmo. Then just…
Hi everyone, We’re looking for freelance 2D traditional animators to help with tie-down and cleanup work on an active game project currently in production. The work will be paid at a flat rate per frame. We’re looking for artists who are comfortable working in a traditional 2D animation pipeline and can match an…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
Hello everyone! I would like to announce that we’ve finally completed our final year project film! I haven’t updated this thread in a while since we were fully focused on production and polishing for submission, but I wanted to share the final result along with some behind-the-scenes progress. Huge thanks to everyone…
Thanks guys for interesting comments . it's of topic but last fall after years of polishing Designer fx maps and creating procedural approaches I suddenly found how actually better my work had been when it all was just manual, taste and intuition driven. Zbrush sculpts and coloring , hand painted textures I did in some…
Cool. 3dcoat once was my favorite soft for materials . Not sure why it all still look so complicated although. I would prefer just a single node flow and layers just as an ability to quickly switch on and off certain node brunches. Also very much hope the base noises are not only UV projected or triplanar blurry . A true…