Hello Guys, I am currently working on my Bachelor Thesis for which I am developing a textureless workflow with Unity and MayaLT. I wanted to push as much Vertex information into the modell as possible. As Unity supports only one Vertex Color Channel, I am running into problems. This single Vertex Color Channel is color and…
1. Workflow-wise, it's better to assign weights to their intended bone than to subtract. For example, if the Neck is influencing the Head too much. Don't select the Neck and remove weighting. Select the Head and add weighting. This will keep things much more predictable. 2. Is this for a game engine? Couple of things.…
I think that is exactly the issue. As a matter of fact I doubt that any small/independent studio is using Modo Indie at all ; and even for an individual freelancer it wouldn't make much sense to use it, because of the limitations and the fact that (if I understand correctly) the file format is not compatible with regular…
So I'm looking at purchasing maya lt but the 65k poly limit on fbx and obj exports is making me seriously reconsider. A lot of my high poly models are way over that limit and I do not like the baking results within in maya. does anyone have a work around for this? I read that you can export directly to a unity project…
I ran across this contest and I thought it would be fun to participate. But looking through the WIP's I think I may out of my league. My throne rooms theme is contrast. I envisioned an expansive space with columns so tall you could not see the tops of them and shafts of light creating contrast. Software: Autodesk Revit…
http://docs.pixologic.com/user-guide/zbrush-other-programs/goz/target-applications/ Disclaimer -- it was a while ago that I did this, so I can't help you further. But my main point was, it does work. I think I had to spend a bit of time troubleshooting as my original path was to Maya 2017, but in the end I remember that I…
"Only solution remain is that everyone could release a lite versions of their software, which our pc could handle easily and don't die within a year." Unfortunately that won't ever happen as software doesn't get slower directly because of the number of features - it gets slower and more bloated because of the codebase…
I am not sure what you are getting at here ? Of course if you purchase a license of the software, you can use it on your own hobbyist stuff as well as contract work (although with the current rental systems, studios outsourcing work to freelancers could very well provide temp licenses for the duration of a project, which…
I swhitched from Max to Blender last year after about a decade of using both Max and Maya at studio jobs. I did so after evaluating MayaLT and Modo, both of which left me unimpressed mostly for performance and stability reasons. (that said, I still want to explore the rendering side of Modo which seems to be very…
Although I haven't seen the the tutorial I do see that in the description it mentions using 2 UV channels. So I assume the workflow is making a a UV channel where you want you details and trims to be, and then there is another UV channel which isn't cut up as much (or he might use the one generated in UE4). In maya, you…