Long time lurker, first time poster. I'm still relatively new to Zbrush, and I'm in the process of sculpting a character which I want to take into Maya and retopologize afterwards - I know I can retop with Quad Draw, but after that I'm lost as to how to make sure the UVs between both models match and apply normal maps and…
Have you looked at what it looks like outside of maya? I'm pretty sure this is just how maya displays edges at glancing angles when they have normal maps.
you need to check the use maya derivatives box in the rendering tab.. dont have maya handy so can't give directions but if you google that should be able to find it
HI guys, When importing my groom from Maya, it comes flipped on the X. If I change the scale to -X it does not render correctly. I am setting the rotation values to 90,180,0 has any one experience this before? or have ideas on how to trouble shoot?
Hey peeps, I'm doing some camera mapping work on maya 2019 and wtf is even that ? My plate and camera are both in "fit" mode, how come changing from wireframe to shaded does change everything ? Obviously, the render is the offset one :) Any help much welcome.
Hi guys, I would like to find a setting in Maya's UV Texture Editor, that would enable me to prevent unselected wires to hide, while selecting faces in Face Mode. or post a picture of a mythological creature. Any help would be awesome with either of these requests, thanks. -kp
I'm getting a weird vertex color bug in Maya - the bakes with Turtle only show splotches of color on a mostly black surface after the bake. It was working fine for a while, I must have messed up a setting. I've attached a before and after with screenshots. Any ideas?
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?
Prolly no way of doing this cleanly, but i have a rigged character in .max format that i need to bring in to maya for animation, any way of doing this? i've tried a few different formats including .fbx, but the bones always fail on import. geometry is fine though