[ QUOTE ] Does anyone have any theories as to why Autodesk would continue to develop both platforms? [/ QUOTE ] I had a talk with an Autodesk representative last week. He confirmed what I had assumed they would do. They'll develope Max with a focus on games, and Maya with a focus on film...since that is the strong points…
Yep..Turtle is the name.I am a little curious about its global illumination baking though. I also hope one of the autodesk devs reads this and create a downloadable documentation for Maya Lt. I think Autodesk has finally done things right.They are finally listening to their userbase.Thats good.Blender devs on the otherhand…
I guess you could convert the vertex selection to edges and then apply the creasevalue to these. Or make a script out of this. Regarding this: I believe the new creasecontrol modifier in max 2015 allows this, watch some of the videos on the autodesk page. Then again, the autodesk implementation doesn't seem to use…
It's not as convoluted as "double smooth" so that's awesome. When is autodesk going to update the junky old tri-chamfer? This modifier has been around for a while and they haven't snatched it up and integrated it? Come on autodesk its the one thing you do and you're not even doing that? =P Yea yea I've heard the rumors…
Unreal you should be fine with the base license. You won't fall into the money world until you start to clear a certain money threshold, even then you may never actually need to pay due to the EULA. My place of business falls under a certain category in the license that basically says since we don't ship a product we do…
Yep, told you it was pretty blatant. But here's another one; overall (the majority, maybe even if not by much) the users here may just be happier using Max, Maya or Mudbox more than every other modeling/sculpting program combined. I'm not saying that we all exclusively suckle off Autodesk's hairy man-boob, and I'm dead…
almost there (warning not yet complete or working!! with newer versions than max 9)function selectUVOuterEdges = ( if (selection.count > 0)then(--at least an object selected local obj = selection[1]; local uv = modPanel.getCurrentObject(); if( classof(uv) == Unwrap_UVW)then( print("yes UV modifier is there");…
Hey guys, I have an object Im doing retopo on with Quad draw, and when I leave quad draw so i can select a vertx to detach (Edit mesh>Detach) For some reason it doesnt get applied to symmetry and it always applies on the opposite side of whichever vertex i click on. Heres a picture and heres the file in case so u can see…
This is a time-lapse video on how to make a 3D model from a 2D image, it shows the basic techniques to create a simple 3D model of Soft Drink Can (Coca Cola Beverage Can, 330ml) from reference image of Actual Product in Autodesk Maya.…