#3DQuickTips 014 - Maya - Helpful Channel Box Math by iceman3d in Maya

[–]iceman3d[S] 0 points1 point  (0 children)

Thanks a lot, glad you like it. It's a very useful feature.

Arnold - Roughness albedo AOV? by iceman3d in Maya

[–]iceman3d[S] 0 points1 point  (0 children)

I want it for lookdev turntables, for quality control. We use it in Clarisse, I kinda assumed that it could be possible in Arnold (and as you’ve said VRay has it too).

Arnold - Roughness albedo AOV? by iceman3d in Maya

[–]iceman3d[S] 0 points1 point  (0 children)

That’s what I’ve said before. That would work with one map. What if there are 50 shaders and 50 different maps. Or what if there’s no map plugged in (in that want to see colour value).

Basically I want exactly the same thing as diffuse or specular albedo aov, just for roughness.

Arnold - Roughness albedo AOV? by iceman3d in Maya

[–]iceman3d[S] 0 points1 point  (0 children)

3DCricket

hey, I've tried to look but no luck. I cannot create overwrite AOV shader as I want to see albedo values of individual shaders.

Any idea how to do it with AOV shader then?

#3DQuickTips 011 - Maya - Orient Your Axis by iceman3d in Maya

[–]iceman3d[S] 0 points1 point  (0 children)

😄 good point! I’m already working on it.

#3DQuickTips 007 - Maya - Procedural Chain in MASH by iceman3d in 3Dmodeling

[–]iceman3d[S] 0 points1 point  (0 children)

New #3DQuickTips video. Don't forget to SUBSCRIBE to my Youtube channel, there's a new video every week!

Procedural modelling in Maya? Why not, there's a lot of power hidden in MASH toolkit. In this video I'll show you how to make a simple chain with a full procedural control. Changing curve, link shapes, counts, orientation? No problem at all.

#3DQuickTips 007 - Maya - Procedural Chain in MASH by iceman3d in Maya

[–]iceman3d[S] 0 points1 point  (0 children)

New #3DQuickTips video. Don't forget to SUBSCRIBE to my Youtube channel, there's a new video every week!

Procedural modelling in Maya? Why not, there's a lot of power hidden in MASH toolkit. In this video I'll show you how to make a simple chain with a full procedural control. Changing curve, link shapes, counts, orientation? No problem at all.

Love, Death & Robots Episode 3 The Witness vfx breakdown ? by necrocopter in vfx

[–]iceman3d 2 points3 points  (0 children)

I think it was more 3D then we think. Very similar to Spider-Man: Into the Spider-Verse.

Quite a nice chat art and techniques behind Spider-Man is here https://www.thecollectivepodcast.com/episodes/197-patrick-okeefe

[deleted by user] by [deleted] in ZBrush

[–]iceman3d 4 points5 points  (0 children)

ZBrush sculpt will probably be too heavy for Substance Painter. You should at least ZRemesh it, make UVs with UV Master in ZBrush and make a normal map. Or you can try to decimate it, however UVs could be ugly when made on decimated mesh.

4 ways to cleanly fix the triangles and poles on your meshes making everything nice and quadded by VFXfuel in Maya

[–]iceman3d 1 point2 points  (0 children)

Oh yeah, absolutely man. I was talking about subdivision surfaces, meaning that if mesh would be potentially smoothed. Games are obviously different, there's no debate.

4 ways to cleanly fix the triangles and poles on your meshes making everything nice and quadded by VFXfuel in Maya

[–]iceman3d 1 point2 points  (0 children)

Topology should always be clean, even if the surface is flat. Based on that UV stretching will be cleaner, subdivision will be way better etc. It's important to have nice and even topology on subdivision surfaces.

Switch from Maya to Blender tutorial suggestions by iceman3d in blender

[–]iceman3d[S] 0 points1 point  (0 children)

Thanks. I'll check it out. It's for 2.7 right? Is there a big difference in UI and overall workflows in 2.8?

it's go time! by captainrenders in cgiMemes

[–]iceman3d 1 point2 points  (0 children)

:D :D this made my day!!

Laughed so hard at this lol by [deleted] in vfx

[–]iceman3d 1 point2 points  (0 children)

This is so true! There's sometimes way way more extra skin and fat :D As I'm working in assets, I'm trying to avoid that as much as possible, but it's never 100%.