Hello polycount, does anybody know any game art workflow tutorials for maya like the ones at 3d motive and eat 3d? at the moment they only have them for max, and i'm trying to move from max to maya tuts tips. all welcome -lloyd
Yeah sure. Except you will most likely never, ever manage to work like that efficiently - it is just way to limiting. Here is your workflow, for any asset : > Start from a well established 2d concept ; > Make a rough blockout model of the whole asset. It can be low or highpoly, clean or rough, it doesn't matter. But it…
from the cgsociety thread This sounds interesting and more like what you're talking about. Nested shapes. You can view the models inputs/outputs in the channel box for editing, or in Window>Hypergraph with connections (I forget the actual wording offhand).
:( I see people on other forums talking about some alternative, network? http://forums.cgsociety.org/showthread.php?t=913751 https://www.creativecrash.com/forums/wish-list/topics/modifier-stack but i don't know maya at all, where can i find out about shape nodes / networks
Maya is lacking the stack. History while it does store actions that you can turn on and off and adjust later on, eventually gets so dense you need to clear it in order to regain viewport performance. Pretty much you're stuck stripping it manually, building a low, or duplicating it in mid poly stage - storing that on a…
well if you have an editable poly mesh and then add an 'edit poly' to it in the modifier stack, all the edits you make to it then are stored in that 'edit poly' then if you delete it. you revert back to how it was before, same as when you turn it off. if you can't do something like this in maya, wtf? i'm sure it has some…
Something I'm having problems with is in max you'd make your hp geo and have an edit poly on it when you add the edge loops. then when you want to make the lp. you just copy the geo and remove the edit poly that holds the edge loop information. now you're left with a lowpoly piece. does Maya have anything like this? it…
As you wish - but I still think that pointing out a technique giving bad results and screwing up a pipeline (aka, adding/removing "support geometry" after a bake) is something worth doing. It's all about avoiding the spreading of bad habits, especially on a public forum like here!
Here's my tip: If you are moving to Maya, don't think about Max workflow, it won't work. Maya is different, try learning the Maya way, not trying to convince yourself using Max way inside Maya. It's the hard truth. Many people that converted to Maya had to do the same. As for your mesh, the best method is: "BACKUP"…