Hi, I have a question - the unity package exporter from toolbag 3 works very well, but seems to be limited to spec/gloss workflow. I am working in metal/rough workflow. Is there any way to change the default workflow over in the exporter? Or is there a plugin that does this? Thanks!
So I'm trying to get Maya to save my working linear unit as centimeters as default in my preference. However when I save my preference close Maya, and open it again. My working linear unit is back to meters. Any ideas on why this is happening?
Is there a way to have these dialogue boxes default to "Yes" so i dont have to keep clicking or pressing enter? I'm a spline noob, but I thought I'd give it a go with the surface modifier to see if it'll be good for creating quick low res meshes.
Okay so by default rendering a depth pass out of maya mental ray does not support alpha channels, like when you have a video game tree and just renders the depth as quads, kind of useless. Am I missing something here?
As the title states, I'm looking to achieve those nice results in XNormal as those found in Topogun. Has anyone by chance, found a setting that obtains similar results where the AO isn't a washed out white color in the AO bake that XNormal does by default?
http://www.laurenscorijn.com/articles/ambient-occlusion-baking Method 5: Vray Irradiance Map I have done all the steps except for the last part. I think Completemap means render to texture default map but how do I a VrayCompletemap?
Hi guys! Created a Final Fantasy Fan VIII art and uploaded to Sketchfab Squall and Rinoa. Did them in The Bravely Default style. Modeled in 3ds Max and textured in Photoshop. thanks! [sketchfab]e9fc6ff8a1454a12871ad642852a8571[/sketchfab] Final Fantasy VIII, Squall and Rinoa by HongZhihao on Sketchfab
Hey there, After checking out the Maya 2011 demo (which is pretty good) I'm liking the gradient background in the viewport. Is there any way to set Max viewports to show a gradient background by default? I'm sure I've seen it done but I can't find the answer. Cheers
Whenever i go to bake the normals for this particular mesh, I receive this error: I'm baking the mesh at 1k with 128 edge padding and the default renderer. Not doing anything fany. I have a High/Low/Cage and I'm encountering this error. Any suggestions on how to fix this?
@Yuzach Thank you, glad you like the outcome :) Thanks! The video was made in Marmoset turntable and made into a gif. Nothing fancy, just default turntable settings. And yeah 100% Substance Painter.