It looks like they're just extruding the edges of a polygon, not an actual curve. You can do that in maya pretty much the same way, make a polygon of the eye shape and then extrude the edges out. Then delete the original polygon.
This was probably too specific of an idea but in case someone finds themselves in this situation or finds this thread from a search I thought I'd post how I fixed the issue. What I ended up doing was generating an additional UV set at runtime, I'd look at the meshes and generate a list of polygons that were over the…
Hi, guys! I'm trying to have a further understanding in how game's cinematics are made. Generally speaking, a ps3/xbox 360 in-game character has somewhere between 10.000 to 20.000 polygons and the details are simulated with normal maps, right? But when you watch a game cutscene (cinematic), where realtime rendering is not…
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
I'm guessing this is something simple, but I can't figure it out. I'm getting these weird lines on my polygons, as if had hard edges. But as you can see it's in a smoothing group. Here's the smoothing group. And here's a wireframe. I have an issue before with some ugly geometry where a shadow would go across the polygon…
Hey guys, So I just started learning Maya and I was making a dagger, for that I wanted a circular object at the bottom of the base. Now I was trying to combine the two polygons so I could merge its vertex later. However whenever I try to do that the following error occurs: // Error: line 0: Invalid selection : polyUnite…
Hello everyone! I`m modelling a simple house and baking maps in Substance painter but ran into issue on position map so i looked at the uv editor and saw that some polygons on stacked uvs has slight difference in shading - those are the very same polygons which give me an issue on the position map, but i have no clue how…
What I'd like to code is: With a rigged character If I select a specific joint. I'd like to run the script, which would return the selection of polygons influenced by that specific joint. (As if I manually went into face mode and started selecting the polygons one by one) Have no idea where to start on this one. Any ideas?
ok.. if you go to: file > preferences... > expand the 'Tools' menu tree > Selection Then uncheck the "Surround Polygon" in the "Rectangle Select Options". This will enable you to single click select a polygon while in standard polygon selection mode, and allow you to drag-box around multiple. In this same menu you will…
So for a while now, I've been trying to keep all my polygons separate from each other. However, now that I need to start creating more complex scenes, this task is going to prove more challenging. I've been looking at a lot of professional models and I've noticed they have have a lot of polygons packed in front of each…