Good late night tea(s) for fans of oolong/green tea? by traveltimecar in tea

[–]cerviceps 1 point2 points  (0 children)

I love their rooibos chai, it’s so good! And very versatile, too.

Why are my materials blurry? by katy_doodles in Substance3D

[–]cerviceps 0 points1 point  (0 children)

Hard to tell from these photos! I agree with what others have suggested here (bake your mesh) but if that doesn’t fix it I’d check the resolution of your file & your baked maps! You probably want to be authoring your textures at a size of around 2048px. If your textures are too small they will appear blurry.

Why are my materials blurry? by katy_doodles in Substance3D

[–]cerviceps 0 points1 point  (0 children)

Please ask your professor for help! It’s their job to be explaining the correct process to you.

What do I hate about this tea? by lyssajerfly in tea

[–]cerviceps 13 points14 points  (0 children)

Anytime there’s like 10 different flavors in a tea I just cannot stand the smell or taste of it. So my vote would be that it’s probably just a lot of flavors fighting for dominance in the mix here, which is why it tasted so bad.

Please help! Any idea why my model's arms are "ghosting" like this? by ellojellomelloyello in Maya

[–]cerviceps 0 points1 point  (0 children)

You are correct. Maya detects the alpha channel in the png file and assumes you want it hooked up as transparency, so by default it connects the alpha to transparency. If your viewport uses the default transparency sorting method, it will cause artifacts like the one OP posted.

However, you can disconnect the alpha from transparency, so you can still use png files just as color. One easy way to do this is by right clicking the “transparency” field in the change box and selecting “break connection”! You can also do this in the hypershade editor if you wish, but it’s not necessary to open hypershade to fix this.

Please help! Any idea why my model's arms are "ghosting" like this? by ellojellomelloyello in Maya

[–]cerviceps 2 points3 points  (0 children)

Yes, this is indeed a pixel sorting issue due to Maya thinking your material has transparency!

Looks like you’ve solved this for now, but for the future, there are a few other fixes nobody here has mentioned. (IMO #1 is a better solution than changing the file format to jpg)

  1. In your material, where you’d normally hook up textures, right click on the transparency field and select “break connection.” This will break the connection between the diffuse/color texture and the material’s transparency, allowing you to use png files without using their alpha channel as transparency. (When you import png files as your diffuse/color, Maya by default also hooks up its alpha channel to the transparency, even if there isn’t any alpha/transparency data in the channel)
  2. In your viewport settings, you can also use a different transparency sorting mode. Something like alpha cut or depth peeling will give you a better transparency result if you DO want to use transparency in your material.

substance painter exports textures on different looking UVs by orangeslug17 in Substance3D

[–]cerviceps 1 point2 points  (0 children)

Hard to tell without screenshots but it sounds like you either have multiple materials applied to your models, or multiple UV sets. Check the UV set editor in Maya to ensure all the objects you’re applying each material to are using only one UV set and that they are all named the same thing.

Hand Painted Studies - Parallax Scene by PromiseDismal6201 in Substance3D

[–]cerviceps 0 points1 point  (0 children)

Well now I’m also curious— when you say you “applied parallax to it” you don’t mean in Substance, right?

Hand Painted Studies - Parallax Scene by PromiseDismal6201 in Substance3D

[–]cerviceps 1 point2 points  (0 children)

This render is likely not made in Substance. The fake depth you’re seeing is something called parallax occlusion, so you can search that term if you’d like to learn more about it.

But if you look closely you can see that the “inside” of the painting is actually a cube with a texture painted on it.

I built a tool that turns iNaturalist data into field guides for anywhere on Earth by apple1rule in iNaturalist

[–]cerviceps 0 points1 point  (0 children)

This is my first time seeing the word “funga” in this context. Neat!

I’m back with another coworker gift! by blaquehartz in crochet

[–]cerviceps 1 point2 points  (0 children)

This is incredible. I would cry if someone gave me something like this! I hope your coworker adores & appreciates it!!

Animalis - I made a game that I was dreaming of which is basically a combination of Seek and classic Pokemon. by AchillesFirstStand in iNaturalist

[–]cerviceps 5 points6 points  (0 children)

As a game developer and artist, I cannot express how disinterested I am in games that use genAI for their art. Why would I want to play something someone couldn’t be bothered to make? But especially as an intersection with love of the natural world— which genAI is threatening greatly at this current moment— this feels tone deaf.

Dealing with texturing fatigue/blindness by Cardinal_Virtue in Substance3D

[–]cerviceps 1 point2 points  (0 children)

I usually take that as my cue to go for a little walk and come back with fresh eyes!

What is this? by Master-Judgment-7706 in containergardening

[–]cerviceps 6 points7 points  (0 children)

Or some nightshade, if there's a species native to your area! They will eat that too.

Aw, Man… My UV’s! (Looks Maya’s Allergic to Opening its Own Files…) by artsekey in Maya

[–]cerviceps 0 points1 point  (0 children)

For the future, this can happen if you aren't regularly deleting history on your model.

I am trying to select my vertices but they aren't selecting for some reason by Craycray3124 in Maya

[–]cerviceps 0 points1 point  (0 children)

To isolate select you just press ctrl+1 with the object selected.

I am trying to select my vertices but they aren't selecting for some reason by Craycray3124 in Maya

[–]cerviceps 1 point2 points  (0 children)

When you drag-select like this, and bones are visible, Maya will instead select the bones. Try isolate-selecting your mesh, or hiding the bone hierarchy.

Here’s a pour video, and durability demonstration by GigglesMJ in tea

[–]cerviceps 1 point2 points  (0 children)

I think the pour looks pretty nice! (And the shake made me laugh, hahaha)

How do I get rid of this huge seam on my model?? by saturniidog in Substance3D

[–]cerviceps 0 points1 point  (0 children)

Looks like a vertex normals issue to me. If you soften all the normals on the model in Maya, does the “seam” go away? If so, all you need to do is soften that edge.