Hey, I'm having a problem with Max 2010's Unwrap UVW shortcuts. The move, rotate and scale shortcuts aren't working when I am editing my UVs. It makes it rather annoying having to manually click each option. Anyone know how to help me out? Thanks!
The Cry and the Darkness Game made in global game jam 2013, Brazil - Rio Pomba / MG Description: A priest specializing in exorcism was hired to remove all evil spirits of an old mansion. Soon, I put more of the game and how it was done during the 48 hours of jam [ame=" https://www.youtube.com/watch?v=yhldq6l3zWY"]GGJ13 - O…
Hi, I have been getting an issue when baking normals in maya 2014. Gnerally I use a combining of bevelling and subvidiving on my high poly and both are causing artifacts in my normal map. PLease see the attached image for an example. Has anyone else encountered a similar issue? If so is there a known fix? Thanks for your…
Not skipping a beat, Autodesk has announced their latest version of 3D Studio Max - 2013. Take a look after the jump for new features and updates to 3D Studio Max.Autodesk has done the imaginable and released another annual iteration of 3D Studio Max for the masses. Here are a few of the newly released features: *…
Hey polycount! I've finally finished my 2018 Retrograsm entry. Not sure how many people will remember this character from Ratchet and Clank 2 (PS2), but I've always wanted to try making her. With the competition, I had an excuse! More images (and Marmoset scene) on Artstation: https://www.artstation.com/artwork/kkGzn I'm…
Maya to loads without crashing, but the dialog box for GoZ still appears causing maya to take forever to load. A zbrush admin said GoZ doens't work with 2016 apps. Any ideas of how to get rid of it? Preferably, without killing my preferences?
https://www.artstation.com/artist/chrisstone3d Graduated May of 2015. Started working in March of 2015. AAA in January of 2016. The pieces that got me hired are circled, rest that were created after are crossed out.
Anyone know why in maya 2016 the standard lambert shader default looks brighter in viewport 2.0 than previous maya versions? - in previous maya versions no matter which viewport renderer you were in it basically looked like the same value...now it's different - any reason? Anyone know how to fix this?
Hi guys, having a little trouble baking this AO using maya 2012 and wondered if any of you out there could help. The normal has come out perfect using transfer maps, but when I try to bake the AO I get this result. Any Ideas on whats going wrong? Thanks guys.