I'm always amazed when a question I need answered has only been answered just a week or two ago. Especially for a program like Maya which over 20 years old. I'm not a scripter, I have a quick follow up question. So the script gives the pivot position, but then how would I use that position to scale something? Eg. scale 4…
renderhjs i think its working with 2009 if im not mistaken?I believe someone confirmed that in another forum somewhere.People have e-mailed the guy who made the script but without success and that why i ask around for some help. The script seems to work after i close all these things poping up,I also get a dialogue window…
Thankyou for the kind words guys <3 Just a mini update tonight before I go to bed. I added a kind of oil patch decal to work towards breaking up the boring floors. The area under the bike will end up being newspaper anyway so it won't be as extreme as this in the end. I also added a small dust particle effect that fills…
pathdeform world space modifier's a good one though I've always found it frustrating to work with. Tried it out and here's the max file incase you wanted to have a browse and the maxscript I used to work out how many teeth I needed is - curveLen = --insert result of curveLength heremul = curveLen / (selection[1].max.z -…
So I had these two done at the moment. This was more a putting-pen-to-tablet work than really doing any brain storming. Part of the designs are inspired by the Songbird statue (sitting on my desk), a Dishonored lightning tower (since the art dump), a mysterious obelisk sticking out of grass, the usual fantasy floating orbs…
Hey Sean, Making render passes in Maya isn't super difficult. I found that the help doc was all I needed to get me up to speed. Render Passes Help Page For your specific needs, I'd just use the 'Camera Depth' pass for depth, and use 'Material Normal (World Space)' for your world space normal map. (You'll find those passes…
Sweet substrata stuff. The furries was a surprise but they turned out pretty cool. Also in the previous one I like your play with complementary colors. My only crit would be for the latest environment. I suppose the floating rocks are the focal point but it's getting a bit lost by having the strongest light in the scene…
Hm. So you've have the grass on top, with floating path geometry (red). You'd have grass->dirt texture on the side (yellow). And you'd have Path_End texture on the light blue? The only problem I can see with that is the path would have to end on a specific polygon (the path end on the left is different to the one on the…
Great point with drag and drop. I confess I haven't used it much. I'll create a ticket for it! The flickering is a known issue and is hopefully resolved soon with large image support. In the meantime try some tweaks in the settings like turning off mipmaps and see if that helps! Bit depth is a big topic. It is on my to-do…
Yeah that's the idea. When it comes to stickers or logos you just save those as .png files in your image editor of choice and place them in a decal library folder that you point DecalMaster to. There's also a baking tool included so you can model out high poly surface decals in Maya then bake them into normal maps, but if…