Well, I have about 4 sets in queue to make and only one single item. Ofcourse I do have a ward and courier to do at some point. With that said, I love single items because they allow freedom that sets don't. One can make an amazing item that works so well and stands out nicely which sometimes isn't possible with a set due…
Great tutorial! There's a real lack of Modo/Modo Steam tutorials, so this is a great help. I have a question, though. How do you prevent getting dark texture seams when using your baked maps as overlays? The black of the background always seems to bleed into my UV islands, especially when resized to 256x256 for game. I've…
Typically constraints, IK and blend shapes won't transfer, mostly what transfers is very simple bone position and rotations. What some people do is have a final resulting skeleton that is very simple, this is what the mesh gets bound to and these two things are keyed to your custom rig and get exported to a game, or motion…
So here is how you can handle gloss for the model: * Via separate materials if different materials don't share the same geometry. This is difficult to do due to the triangle budget constraints. * Plug your spec map into the gloss channel, not completely accurate and a bit of a hack but it gives a better result than just…
The old school way to it is to turn on edge constraints and drag the loop all the way into the loop you want to align to, then when you pull it back out it should be parallel. Although, it won't work every time. When you say the swift loop feature 'doesn't work for you', what do you mean? Is your 3dsMax different than…
Regarding the POV since you're doing this vertical thing. Have you tried to see what results you get if you mess around with Preferences -> Apect Ratio Constraint? I was thinking that in your computer settings you could set your screen to be vertical and then change the settings to the Y-axis instead. Then you'll have a…
Hey Michael, how have you been enjoying being indie for 4 or 5 months now? Always an inspiration seeing folks breaking away from the pack to grab their dreams by the horns and take them as far as they can go. I would love to have Ironbelly be a part of this journey with you guys and will do whatever we can to make sure we…
I think you can probably get away with using the built in "Copy Skin Weights" functionality for this actually. Just export the character mesh back into max, make edits, bring it back into maya, bind it to the same skeleton as the original and then use Copy Skin Weights to transfer the weighting. FBX can export weights…
I'm not sure how it handles that particular case, but this issue would be there with dropbox also. Once the internet at your house or wherever is working, you can access files remotely. I even think it uses a peer to peer system, where if some other computer is connected to the internet using your same aerofs account, or…
I'm not sure this is true in the situation where you're only dealing with extra geometry on totally planar faces separated as their own smoothing groups. The extra geometry in that specific case doesn't affect the normals that you're baking to, so the tangent space normal map produces the same result. I get what you're…