I'm working on an interior scene contained within a visarea. All my walls, floors and ceilings (they're all snapped to the grid as well) are made from Solids and all have the "Cast Shadows" flag ticked. Weirdly enough shadows being cast from CGF brushes are going right through the solids. Does anyone know the best solution…
Hi All, I have made a little utility that created a golden Ratio image to use in photoshop, simply enter your images width and height then the number of division lines you want. The utility will make a grid system based on the golden ratio and create a .png file that you can add as a layer in your photoshop for…
I can't seem to get Maya to start a new scene set to meters. Everytime I set it in the prefs, save prefs and open a new scene it reverts to cm. Also the grid and near/far clip plane don't keep the new values. Is Maya being dumb or am I? Is this a known problem that I haven't known about? Thanks for the help.
You can change the display settings (3D cursor, grid, main axis lines etc.) in the Overlays menu on the top-right corner of the viewport. Each tab has separate display settings, so that 2D Animation tab happens to hide the 3D cursor while the other tab happens to show it.
Is it possible to create locally more polygons in some areas? I would like to increase the number of polygons on small details. That the grid was not so dense in empty places. I want to know how the option "Use Vertex Colors for Quads Desity" works? the plugin is installed on maya. overall it works great.
Yeah, Discrete rotation isn't really what I'm after. I want to be able to orient my object to a specific surface. Or just the grid if that's simpler. Like this: I'm doing this a lot with some pretty high poly objects so anything that makes the process less cumbersome is going to be pretty useful
There's a damn lot of texture stretching (most evident in screenshot 7 of the PS2 version). Especially on a texture which has a regular grid of "holes"... it wouldn't have been so bad if it was a generic metal texture, but man, that's just nasty. Do your awesometastic talents extend to decent UV-mapping? Thought not.
Ok sweet. That works. I thought the subtool needed to be at the 0, 0, 0 point of the "x, y, z floor" grids to come into maya in the right spot...but it looks like i'm wrong and the subtool will just come in wherever the pivot is. Last question - is there a way in zbrush to snap the pivot to the bottom of the subtool?…
@Perkins : Thank you very much for this kind words. I learned lot of thinks with this tutorial "Millenia" tutorial. To do the grid I used Illustrator, copy in photoshop as a coloredpath and after with NDo2 I converted the path to a normal map (don't miss to Overlay the layer). Take a look here => http://www.quixel.se
If you look at his topology it's all grid topology where possible. Also, this workflow is for a film/cinematic production topology. If you are just creating a high-res for sculpt/retop in Zbrush or a game topology mesh then the export from MD should be good enough. What is your final output/purpose of the mesh?