would it still be concedered pirating if person A buys an older version of maya leagally like the sells it to person B? then person B uses maya to learn from and get better as an artist
global proc pressedBtn(string $btnName){ So I have script where I create a set of buttons layout in a Grid Format. The Buttons are created in a for-loop to save time and effort, they are being parented to Gridlayout. remakeUI proc is suppose to recreate just the buttons. So kinda like reset buttons. Unfortunately, right…
I am an experienced Unreal Engine developer and am looking for a art partner to collab on a game kit with working assets. You would make the models and PBRs and I program mechanics for them so they work and can be used game-ready. Also I would add further effects and adjustable parameters if required. Examples for such…
Ah right when this place was Q2PMP and when 56kbit/s dial-up connection was still a thing B) Edit: tbf It's old analogue sound been my ringtone for ages - oh crap I'm a nerd!
For ZBrush, which of these two pictures should I use as the image plane for my sculpt? (this is from a CAT scanned skull) Thank you. A B (A is from the perspective camera directly facing the skull and B is using an orthographic camera directly facing the skull)
I can't tell if the anatomy is supposed to look that way for style, or if it's just poor anatomy. I think there's an issue with the eyes, they feel... A. Too Small B. Too Far Apart C. Or Both A and B.
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…
but it would only be a one time setup? you work in file A, he works in file B. both get referenced in File C. if you open file C it will always reference in the latest versions of A and B?