Hey I don't know if there is a thread already on this, but is there an easy way to make rivets/bolts small little sci fi recceses in maya by floating geo? as a side note how do you float geo in Maya in the first place? :poly122: peace out!
yep they are. in the tutorial, mostly all of the small details are floating. this is what i mean simple maya floater set up in viewport, no lights or anything, just regular viewport settings and then a simple 2 light setup render... disabled shadow casting of the floating piece, but you can still see the edge part.... how…
infinite IE no fallof... but yeah they will need to be directional aswell like zacD says to avoid slight differences in angle from float and bG to light
look at the pic on the right you can see that the screws on the side are floating cause you can see them extrude past the edge of the model on the far right.
been searching the forums for a while and this thread is close to what i was looking for. i was wondering the same thing, how do you go about rendering floating geo? i'm assuming they don't cast shadows, and their back faces are culled? thanks
I don't believe there is anything special about floating geometry, even in Max. It just means geometry that isn't integrated into the mesh. For example, if you have a pistol grip that has a bunch of diamond shaped bumps on it, instead of modeling that kind of detail in, you create a flat sheet and model in the diamonds,…
Hmmm so its basically just geo that you put around your main model? Its never merged/combined into the rest of the model? I guess in max they just have a fancy function to display it merged? I guess it will be baked off as seperate maps then combined in photoshop? Is there a way I can get a fancy render of the high poly…
It's as simple as a new object, such as a screw head, duplicated and placed around your other model as needed. I usually create these sorts of models away from my actual model, then duplicate and place the copies. Having a sensible object pivot makes life easy; especially if you can get away with snapping to your 'base'…