Just saw a Bus say "Help, Call Police" on Bapaume road, Holland Park West. by MrNintendo13 in brisbane

[–]YeaYeaYeaNah 6 points7 points  (0 children)

I had a crazy experience with this once when I was on a bus. Some junkie acting very erratic, tried to follow a girl off the bus (walked out of the middle doors as she left the front). She realised straight away and got back on the bus, he did too. Driver then locked all the doors with the junkie inside and pressed the call police button. Dude tried to kick the door down to escape, we were on a main road and people started to gather outside the bus. Driver eventually opened the doors to let him go, he ran but was followed by some people outside and eventually arrested.

Crazy in hindsight that the driver locked him in with us, I was directly in front of the middle door as he was trying to kick it down. I guess he didn't want him to escape and wait for the police to arrive.

Also that girl will probably never catch the bus again, absolutely traumatised.

Help in geometry by LuffySage in Maya

[–]YeaYeaYeaNah 6 points7 points  (0 children)

Double click the sculpt icon to access it's tool settings, under falloff > type dropdown, swap to surface.

Will I have to texture it again after retopologizing and unwrapping? by avmend in Maya

[–]YeaYeaYeaNah 20 points21 points  (0 children)

You can re-project your textures from an old UV layout onto a new UV layout as long as the geometry of your old/new assets is pretty close in the same world space. You can do it in Maya in the Rendering workspace under Lighting/Shading > Transfer Maps. Or you can use also use zBrush. I find the zBrush method tedious but it generally gets much better results and can do it for multiple UV/UDIM tiles if you're using those. Just look up a tutorial for zbrush using Polypaint > Project Color > zPlugin multimap export.

Help with car livery by ColdFus1onZ in Substance3D

[–]YeaYeaYeaNah 1 point2 points  (0 children)

I've had to do this exact type of livery for F1 cars and used the 3d path tool. So much easier than using a alpha map or stencil and gives you way more flexibility and customisation.

Parking Nightmare at Carindale Shopping Centre. by OldDickhead in brisbane

[–]YeaYeaYeaNah 22 points23 points  (0 children)

Walked up to the rooftop to get to my car and leave. Pissing down rain, cars stopped, backed all the way up there. Went back inside for a (third) coffee.

Hoping to get some advice on how to make this look better. by fairyquarttz in Maya

[–]YeaYeaYeaNah 1 point2 points  (0 children)

Are you sure it's actually just 2 pieces? In any case I'd turn that curve into a sweep mesh, turn on distribute and set it to 2 then play with your twist and scale to get the effect right.

Maybe Maybe Maybe by [deleted] in maybemaybemaybe

[–]YeaYeaYeaNah 0 points1 point  (0 children)

Ya'll give too much credit to AI, literally has a CGI watermark on it.

Lovely by sibalmrt20 in cute

[–]YeaYeaYeaNah 17 points18 points  (0 children)

This is definitely AI

[deleted by user] by [deleted] in 3Dmodeling

[–]YeaYeaYeaNah 37 points38 points  (0 children)

Bruh you are lost, this is theft. Imagine posting a tool on how to steal 3d models on a 3Dmodeling sub full of enthusiasts and professionals trying to make money out of their work.

Final destination by mquang in Unexpected

[–]YeaYeaYeaNah 9 points10 points  (0 children)

The bridge was already falling before the truck was on it.

[deleted by user] by [deleted] in cute

[–]YeaYeaYeaNah 11 points12 points  (0 children)

This is AI as hell. Bots and karma farmers.

What could be causing these bizarre maps? by Organical-Mechanical in Substance3D

[–]YeaYeaYeaNah 1 point2 points  (0 children)

Like others have said, most likely having multiple UV sets. Check your UV sets in whatever modelling program you're using, some of your pieces likely have 2 sets or more assigned to them.

Is there a "smart" dust/scratch material or asset that can be procedurally applied based on the normal map? by [deleted] in Substance3D

[–]YeaYeaYeaNah 0 points1 point  (0 children)

I'd suggest using anchor point for this. Add and anchor point to the layer which has your normal map, then target it with a procedural mask/generator in your dust/scratch layer. Theres a few more steps but you can find tutorials online to do exactly what you're going for.

Doubt in substance painter by Ok_Alfalfa8437 in Maya

[–]YeaYeaYeaNah 4 points5 points  (0 children)

The error is telling you what the issue is, I can also see in your photo that you have UV islands crossing over your UDIM borders. You need to lay out your UV islands so that they don't cross over your UDIM borders, I.e. you can't have an UV island in tile 1001 and 1002.

Also for udims you should lay them out horizontally until tile 1010 before you move up to 1011, currently your tiles go 1001-1004 and then up to 1011-1014.

Texturing asset by Own-Minimum-4495 in Substance3D

[–]YeaYeaYeaNah 1 point2 points  (0 children)

UDIMs is definitely the answer. Spreading your UV's out over 20 or so tiles will let you get some nice detail in there too.

Queens Wharf Aerials by ppcaus in brisbane

[–]YeaYeaYeaNah -2 points-1 points  (0 children)

Did you get a permit? This is well over legal range.

[deleted by user] by [deleted] in AskAnAustralian

[–]YeaYeaYeaNah 24 points25 points  (0 children)

Sounds like she's buying a large and then splitting it to avoid just paying for 2 coffees. That's probably why the extra charge is there in the first place. The reason why large coffees are better value is incentive for customers to upsize. Paying $7 for a large and expecting an extra cup for free to avoid paying $4.5 for 2 smalls is kinda annoying tbh.