The small FiberMesh to Splines for Maya application will convert the exported FiberMesh from ZBrush to splines. The splines can be used to create and render Maya hair either with Mayas default hair or using a hair plugin. More here. [ame="https://www.youtube.com/watch?v=NVNtY-WIgIk"]FiberMesh to Splines for Maya -…
Hey there - is there a more in depth explanation of these ? The manual is light on information, Would I be right in saying the smooth wireframe is less taxing on the gpu, so could just leave on by default and the Scene AA sampling, is just an overall sampling ? Just I would like more info than the docs gives... thanks ?
Hey all! Thought I would try and get in on this contest. I chose Irelia cause she still has an older splash art page for the default skin, and she was one of the first champions I played. I'm working out the pose now. Let me know what you all think! Thanks!
Problem is related to our maya sourcing plugins from another location, that's on locked share drive. Not from the default plugin location. I've managed to make it work by mixing it with standard workflow w/o plugin... but it's not exactly convenient. I see potential in that.
I'm going to sound like a Max fanboi which is weird considering I use Maya more these days... Ok... You gathered wrong info or haven't been paying attention. It sounds like you don't use max all that often so I can understand not knowing or not caring. If you have a list of specific features that we could talk about that…
Let's see here. Off the top of my head: [ QUOTE ] First there is orientation alignment of bones. When you have for example three bones in the forearm (one for the elbow, two for the twist) you want them to be perfectly aligned. In max you could simply select a clild of the elbow and align it to the parent's orientation.…
Thanks! For this project Im using mostly smart materials and layering them with masks and selections. I have buch of materials from substance share and some from artstation. Also Im using the default painter materials for some dust or rust effects
First (re-)import into UE4 + some basic lighting and fog setup. One problem i have currently is that volumetrics by default get culled out at a certain distance. Which happens to be just before the police car. RIP emergency lights, for now.
Uly - As far as I know they were being baked. They had a 2nd UV set up which I thought UDK used by default. So unless I have to manually tell it to be baked, it should be baking when I compile lighting.
Thanks! Ya I agree on the road and sky, still have the default UDK skybox so that's on the list of things to change. I also plan on getting some decals for wear on the road so hopefully that'll make it look a bit more interesting.