The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
Hi I am an aspiring 3D artist, I am self tough and I need some help. Could someone currently working in the industry ,freelance or not, give an example assignment? I know it sounds wierd, but I want to know if this is really for me and would love to get a “realistic” example of what to expect in the real world. What inputs…
Besides the human study I've also been working on these 2 short little animations this week. It's nothing special, but I'd just like to share them. I'm starting to like animation. #1st Assignment: Pixar Animation Appearantly the guys over at Pixar are given 1 week for 1 second of animation for their feature film projects.…
Here ya go. It'll take the last command that Maya placed in the Recent Command List and let you assign a hotkey to it (via pressing enter/return in the textfield). The top menu bar text will let you know what that command is called before you assign a key, and a warning will pop up if you try to overwrite an existing…
Well this is a default property of Maya (one which seemed quite frustrating to me at the beginning). If you apply a different material to an object (which is obviously different than the default material which maya provides) and then, you extrude some part of that object, Maya does not automatically extend your new…
It's been a while since I have used Unity, but do recall having to deal with material order since Unity assigns them to the mesh based of lowest face index value per assigned material in Maya. Something easy to do is gather all the material assignments and sort them by lowest face index. In this case, I took a 50k sphere…
Depends on the scope where the variables are used, and the compiler used. Generally speaking, uninitialized variables that are used with no value will yield compiler errors but it's pretty possible that VC# auto-assigns default values to uninitialized variables. I know the Mono compiler from Unity does it for variables…
Interesting. So I just tried replicating your test in an empty Maya scene. I created 4 blinns and a plane. I assigned each blinn to face on the plane, then duplicated 4 times. I then manually deleted all the faces with one of the blinn assignments per duplicate as you show in your test. I then saved the scene, and…
no color values were assigned...it was all pre-substance...those color values would arbitrarily change during my testing, sometimes, green, yellow or blue.
Yeah there's a max script that loads up a colour palette, that you assign to your model. The Swatch.fbx is another way of selecting and assigning colours. Any colours have been assigned. Still not working.