Kind of reviving this thing rather than starting a new thingy. I've got some practice work for a friend, but he's a picky dastard. Anyone happen to have either a few good pointers or a link on working in Maya with a specific scale, such as Centimeters and Millimeters? Thanks in advance again.
Whoops forgot to post this here - I got my Riot contest dude animated and working on Sketchfab, which is pretty neat. model I don't really enjoy rigging, but it's definitely good practice to punish yourself and do a decent job of it. Here's the full presentation on Artstation
Each pixel is a vector point, it's all handled by some kind of funky algorithm that packs them neatly. Not very practical, really. Reduces memory overheads and is indeed more efficient, yes - but loses accuracy. I like how mip-maps can store mesh LODs.
In regards to support, Modo definitely would not be any better. Despite loving the software, I literally had to stop using it and replace it, because I hit a showstopping error that I couldn't even get a response on anywhere, let alone a solution. The community is practically non-existent.
Sorry, I missed your post as we posted at similar times. It looks as if your UVs are still overlapping which will cause errors in the bake. It's probably good practice for you to fight through this as you will gain more experience in Blender, which can be quite tricky to learn.
I agree with your point here, in terms of practicality it wouldnt be very good to have candles lying around. If you do a quick google search you can find stuff like this to maybe place the candles in: Also subscriped to the thread, cant wait to see more :)
It's necessary for certain normal-editing operations, like Bal said... however, there is pretty much no practical use for it in 99% of any situations you're ever likely to be in. I think I've had to use that mode literally once in the past 4 years of using Maya every day.
the issue comes from the mental ray implementation that multithread on a per object basis (there's a tech detail explanation about that on the maya station blog). Sadly it's not always practical to cut your bake across multiple objects. you'll get much much faster results with x-normal.
Nope. I just wanted to test some ideas. In that matter I succeeded but some shapes (the handle as you said for example) are not good enough. I could give it more time but I want to practice those ideas and the only way is doing more projects with theme.
That's really cool of you to put up the model for others to texture/rig/animate or w/e. I'm sure lots of people will appreciate being able to practice those things without having to spend tons of time on an epic model and bake like this. Good stuff.:thumbup: