Personally I've never tried baking a model that exclusively uses creases. For me it just comes down to it looking terrible in the viewport. It's really difficult to gauge how smooth a corner is with that ugly gradient that is present. I guess it's trying to simulate a curved surface visually but it's still a super tight…
Hello, I have this wooden gun stock that I'm wanting to take from Maya into Zbrush for sculpting practice. There are plenty of tutorials online for sculpting but I can't seem to find anything on how to properly prepare a model in Maya before exporting and setting it up in Zbrush. What do I do to a model before export and…
@Axi5 Hmmm for some reason I cant download it here at the office, maybe it's a setting in these machines. I'll try at home later. Still, while I can see the script being super useful for selecting every Nth element, I don't think it covers the Grow Ring function, mainly because you can use the latter for a selection of…
use retopology if maya 2014 [ame=" https://www.youtube.com/watch?v=SKkOfD_KCpU"]Maya 2014 New Modeling Tools - CGMeetup.net - YouTube[/ame] or http://www.creativecrash.com/maya/script/froretopo
Hi guys, I've encountered a problem with my UVs. I've created hair cards and the UVs are fine in Maya (see image attached), but when I import the model to Zbrush and export it back to Maya, the UVs have either lines on some of the edges or some UVs break apart entirely where each poly becomes a separate UV shells. I don't…
Hey guys! I released a course a month or two back teaching people that knew how to use "Maya" if they already knew how to use "3ds max". Well I got a lot of messages and people asking for the reverse of that "Learning 3ds Max after knowing Maya". If you're in a position where you need to learn 3ds max for a new job, just…
Ive been reading lots of threads about Transfer Maps lately and have not found any solution in this particular problem. I have baked normal maps before and this just blew my mind. Only problem I can come up with is the UVs but the distortion is everywhere, cannot see that possible even with some streched UVs. I tried every…
My goal: I would like to edit an imported object's normals by Maya's 'Transfer Attributes' function. My problem: After exporting my edited object (.fbx) my UV map is destroyed / distorted completly inside Unreal engine. My workflow: 1. Create a basic foliage mesh in Blender 2. Import into Maya 3. Create a sphere, move it…
I've been trying to learn some max recently but i'm so damn slow in it compared to maya. One thing I like about it though is the fact that I can make a spline and render it into geometry, whereas in maya I have to extrude a circle or cylinder along it. Is there a way to simply turn a NURBS curve into geometry?
I want to 1. Wrap modifier my retopologised mesh with my low poly base mesh for the sculpt in maya. 2. Sculpt and modify the base mesh in zbrush. 3. Then update the base mesh in maya. This will enable me to make some meshes and also helps in the wrinkle map pipeline. Any ideas would be useful.