I wasted so much time last year trying to find any generative AI that would do something helpful in gameart production. Very much to my surprise I found absolutely nothing . Especially after all those short AI youtube vertical videos. The gameart depends on subtle nuances too much, especially in realistic style . Too…
To record a macro just goto system/record macro and do your operation. Save the macro file with "Save to file" and put it on your desktop. Open it with the notepad if you want to add or remove commands. You can edit any LXM file just like a text file as long as it ends with .LXM.
a bit more enlightening info on this matter.. i decided to try this again in a new scene and it came back with an error. // Warning: file: C:/Users/smarino/Documents/maya/scripts/froXno.mel line 647: fopen: unable to open file "C:/Users/smarino/Desktop/WorkingFolder/textures/base.xml" for mode "r". //
@Brian "Panda" Choi Thanks! Exporting and re-importing the mesh seams to have worked :) Could you explain a little more on running a clean up operation on it? Do you mean just making sure there's no open edges and vertices aren't stacked? Will add future posts to the technical talk - my bad.
Hi everyone!I’m looking for someone who wants to practice 3D animation by recreating a short scene or video. This is a personal non-commercial request, just for fun and private use — not something I plan to publish or sell. If you’re interested in practicing or experimenting with animation, I can provide references and…
Sweet, this is great. Are you open to feedback? A couple things I noticed: * Some of the grooves in the ice seem to be bumped outwards rather that bumped inwards. * It would be nice to have some ice dust/chips on the props. * Glove shadows are looking clipped, might help to add an interior mesh.
Yeah just saw your post. Maybe you know about this thread, if not it should be an eye opener just substitute max for blend: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial
zoombabpup - There will be 4 different sections within this room, the tree being the centerpiece. Where the arms are will be some sort of assembly line, where canisters of the harvested sap will be welded together and transported through the open window via the claw. This section might be sealed off by a panel of class, so…
don't have max2011 and the 2010 license (at work) is from early this year so I don't see myself getting hands on it anytime soon. Make sure you do those operations on a editAble Poly (not Mesh or primitive like a teapod or cube) - and of course have a uvUnwrap modifier enabled or just the UV editor opened.