Are there some plug-ins for Maya I can grab to make the stuff viewed in the view-port more... appealing? The only thing I know of is clicking the Render drop-down in the view port then checking "High Quality Render" That never seems to make things look all that great, and I've always been taught to work to render. Thanks a…
Coming along nicely! Elbows might sit a tiny bit high and the upper forearms look a bit thin in the side view, but it's hard to see (and probably good for getting into those pockets).
20200502: - Anatomy expressions study: Played around with different line drawing approaches; with/without underdrawing, without rotating the canvas, zoomed out, least comfortable views (3/4 view facing right ugh). The most terrifying sketch turned out to be Ranma front view + girl version...! The likeness was so hard to…
if you want to set it to the default center of object and view.. create one more button or you can actually make a new floating toolbar\panel and add all three to have them arounf a tiny floating helper in your viewport. to return to object center use this one. toolMode.coordsys #view toolMode.selectionCenter() or for the…
thanks for the link i had not seen that. i will take a peek also. i have no other 'good' ideas for a depth pass. but i do have perhaps a 'bad' one. i don't want to throw out bad ideas to you but it seems grim at this point. :) maybe you could rig a view port shader that could give you a depth pass? maybe some sort of ramp…
Hey everyone, I tried to look up the issue I am having but the closest I get is field of view or aspect ratio solutions but none help solve my problem. I hope that the problem is not deeper than that but I feel like it might be. Basically I have a scene block out set up in 3ds max with a camera to "Ideally" match what the…
I went with the first design, as that was the one that, functionally, made the most sense to me. I really want to add some cool features, and I had a bunch of ideas jump out at me while making the blockouts. I'v incorporated a few and am carrying on, trying to figure out they come together as a whole. 1. Hollowed out stock…
That's implying that a 1 pirated copy is 1 lost sale though which is a very skewed view of it. As noted from the link i posted earlier: http://blog.wolfire.com/2010/05/Another-view-of-game-piracy @Squarepants Gabe Newell (CEO of Valve) says that piracy is a service problem more than anything…
Ah... sorry about that. It was late. Anyway, this is what I'm trying to generate a normal map for: http://www.mediafire.com/view/p98rwafw79lsuqh/overview_pic.JPG This is what the Uv's look like: http://www.mediafire.com/view/kp4pcxp2f44u2zn/uv's.JPG And this is what the normal map generated…
This is because front and side views are drawn orthographically, meaning no perspective. So when drawing angled views we need to put in perspective. Quite often the perspective wont be perfect in the drawing either, so while it is possible to match it up using the field of view of the camera, its not really worth it. You…