I always seem to have problems with using layered shaders in Maya - big delays when making changes and so on, regardless of the PC I am working on. Lately, I have been connecting AO textures to the colorGain of the diffuse texture in each material with much faster results. I think I read that tip here and it looks ok.…
Hi, Maybe this is a newbie question but i didn't find an answer. I'm getting artifacts in some meshes, I usually dont pay attention to it since i can smooth the mesh increasing the geometry and get rid of them but now i have a limitation in the polycount of the scene and can't do it that way. I tried unlocking normals,…
We are having some scale issues with FBX's that are getting exported out of Maya and wanted to ask some of the maya pro's for a fix! We are having a number of lods in the scene. Each mesh is getting "Grouped" with the Group getting named LOD0, LOD1 etc... and then exported to FBX. When we are bringing the FBX into modo it…
Hey Guys, Im following a tutorial right now of how to do hair in Maya with XGen. In the Tutorial the guy masks the areas for the scalp where the hair will grow (Head, Brow, Eyelashes, Peachfuzz). Now I did all that but I dont know how I can tranfser those Polygroups to my Mesh in Maya. What am I supposed to do to the masks…
I'm looking to convert some animations from Max 8 or 9 to Maya by FBX... The models are pretty simple with simple rigs, just bones and a few constraints. nothing fancy. I'm using FBX200608 I export from max with default settings; and when I import to Maya only some of the animation is retained. What should I be looking for…
Hello ! Thanks for the reply, I have a line atefact inside my normal when I bake with the fbx maya export. My smoothing group Is all to the same nomber inside 3dsmax, same with maya soften. I can assure you the lowmesh and the highRes was correctly overlay, when I bake with an export fbx file from 3ds, I have no error. For…
Hey, I have this problem with getting Sublime to autocomplete Maya Python commands. Spent a few days on this problem, still can't find any solution. I've installed "Maya Sublime" and "Jedi" packages for Sublime, of course. I suppose Jedi is supposed to assist with autocompletion, and as far as I can see I need to connect…
IDK how to export hard edges from maya into smoothing groups in max. Maybe google can help there. But for this specific model, in your last pic, hit autosmooth in the red circle by a low angle number like 5.
You want to use goals with your nParticles. Combined with a ramp along the U or V of the UV coordinates so the particles spawn at zero on let's say the U. I would use an expression on the spawn to create some distinct spawn points. The goal would make them stick to the surface. Then I would take the nParticles and use them…
Do you use Maya or ZBrush? When modeling ornaments and pillars for a church like this photo. I'm not very good at curvilinear modeling, and I'm planning to model church ornaments and pillar crowns as practice. When modeling something like the one in this picture, do you model it all in Maya or do you create it in ZBrush…