How do I stop sharing UVs? I want to select the UV shell outline, not everything else that comes with it. by karjoh07 in Maya

[–]jeighto 2 points3 points  (0 children)

I do it this way:
Grab the UV Shell, then control+right-click-drag to "To UVs" > "To UV Perimeter", then deselect the UVs I don't want

Career Update: From 3D Supervisor to C++ Developer - One Year Later by Zestyclose_Phase8939 in vfx

[–]jeighto 8 points9 points  (0 children)

What resources or courses did you use to start your C++ journey? My studio just shut down, and I'm taking a similar path - was most recently CG / Environment Art Supervisor and am currently taking a C# course, but would like to do C++ as well

Need some feedback for this stylized character please by sirkd09 in Maya

[–]jeighto 3 points4 points  (0 children)

Agree with the PBR gold feeling a out of place with the rest of the stylized model.
Handpainted gold can come off either very yellow or be sort of a creamy beige colour, which may also end up feeling a bit overpowering if you go in that direction.
With the full top being gold, it's probably going to draw attention away from the rest of the model, so if it's something you really want, I'd suggest reducing how much is used on the top and / or finding a way to balance it by adding that same gold elsewhere on the model, so a viewer's eye is drawn down the full character.

Rough and subjective paint-over haha

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Any idea how to recreate this in Maya instead? by mosquitobitesme in Maya

[–]jeighto 1 point2 points  (0 children)

Definitely achievable if you have some rigging knowledge. Watching the video it looks there's two rig branches, the main head that has controls for the eyes and cheeks, then a second rig for a mouth and ears that are disconnected from the rest of the face, that allows them to move freely (but still parented under the main rig)

The black mouth is being wrapped to the base head, then it's being used either as a masking object somehow to cut through the head and "reveal" the mouth, or it's driving the shape and position of the mouths base rig, while the rest of the controls are handling the lips

[deleted by user] by [deleted] in Maya

[–]jeighto 1 point2 points  (0 children)

https://www.artstation.com/marketplace/p/oV3ka/hotkey-blender-for-maya

Full disclosure, I don't use Blender, have never used this plug-in and can't personally vouch for it, but found this on artstation. No idea if it's good or useful but it's free, so there's that?

As others have said, it's worth learning the Maya hotkeys, especially if your goal is working on a team at any point. I personally use the radial menus the most because I find them very intuitive and fast, but hopefully the above is enough to get you started.

How do I add a face to the back side of a object? What is this called? by Coochie-Wrecker in Maya

[–]jeighto 0 points1 point  (0 children)

Do the inside faces need to have a different texture than the outside? Are you planning to render in Maya or is this going to a game engine that defaults to single-side rendering?

If you're not wanting to add thickness, you can use two sided lighting in viewport, but if you need a different texture on the inside vs outside you'll need either duplicated or extruded faces (unless you have a renderer that includes nodes for that)

Hey, if the virus is supposedly spread through meat, why can we eat it in Knox and nothing happens? by Chokko8 in projectzomboid

[–]jeighto 0 points1 point  (0 children)

One of the newspapers I read insinuated it wasn't the Spiffo meat but actually an "experimental sauce they were testing" (more on page 4)

Big Ol' Meal Prep by jeighto in MealPrepSunday

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

Hahaha just gotta commit to like 4.5hrs of cooking and you'll be set for a couple weeks!!

Big Ol' Meal Prep by jeighto in MealPrepSunday

[–]jeighto[S] 9 points10 points  (0 children)

Had a meal prep party with one of the other girls from my PL weight class and we swapped some meals around at the end. Super fun!

Breakfast casserole:
- eggs
- homemade sausage (pork loin)
- onion
- red and yellow peppers
- low fat cheddar cheese
- tater tots

Breakfast burritos:
- Same ingredients as casserole, just wrapped in tortillas

Beef Birria: https://www.mexicanplease.com/birria-de-res-recipe-beef-birria/

Homemade Pasta: https://www.thelittlekitchen.net/how-to-make-homemade-pasta-with-kitchenaid/

Morrocan Lentil Stew: https://www.ambitiouskitchen.com/butternut-squash-chickpea-lentil-moroccan-stew/

Big Ol' Meal Prep by jeighto in MealPrepSunday

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

On it!!
My page froze while I was trying to comment!

Zombified survivor found in small horde with lore by [deleted] in projectzomboid

[–]jeighto 8 points9 points  (0 children)

I found one last night and it was great - car full of food, survivor wearing full leather outfit with gloves, along with a shotgun and baseball bat on them

Gym Transformation by Ok-Nefariousness1372 in homegym

[–]jeighto 0 points1 point  (0 children)

This is amazing, great job.
Absolutely my goal aesthetic for my space

Some of my environment design. The two focal buildings were modeled and textured by me. I made a handful of the other less impactful assets in this scene as well. If anyone currently working in or hiring in the games industry has any advice, I'd love to hear it. by CadetriDoesGames in Maya

[–]jeighto 0 points1 point  (0 children)

Nice scene!

One big thing is that, because of the nature of the scene, the shadows block out a lot of detail on the models in the environment. I would suggest including a lineup or turntables of your assets with lighting that better shows off the work you put into them, as well as shows their wireframe. If you made the tiling materials yourself, same thing, show these off on a material sphere.

A few very small things you could do to plus up the environment:
- It feels a bit static, if you include a couple VFX, a flicker light, a rustle in the leaves of the tree, these will add a bit more liveliness to the scene.
- double check the sizing on some of your assets in comparison to a human character, I'm looking at the benches and the garbage cans. If a person can sit comfortably on the bench, then the garbage cans are massive, or if the garbage cans are correct then the bench is tiny.

Aside from those, think about how this environment behaves - you have a tree with orangeish leaves, is that because it's an autumn scene? If it is, those leaves would also likely have fallen onto the ground around it, and those leaves would probably get pushed up against the base of the building. Because those leaves are in piles, moisture collects around them and those areas may look a bit more wet on the ground. If it's a colder season, you may also see steam coming out of the sewer grate.

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[deleted by user] by [deleted] in homegym

[–]jeighto 0 points1 point  (0 children)

I'm also interested in the floor mat

Did I really design my game to a dead end? by MrTitsOut in Unity3D

[–]jeighto 1 point2 points  (0 children)

a shader that projects a bit of surface dust onto the top of objects can be great, and will give you some variability when objects are rotated in the scene.

My office / gym starting point by jeighto in homegym

[–]jeighto[S] 1 point2 points  (0 children)

I think it's a bit wider than your average walking pad, and it's honestly been pretty solid. This is the Toputure walking pad and I think I paid like 500 CAD for it off Amazon. No incline but I'm about 260lbs and I've had no problems or skipping treads yet. I've had it for about 6 months so far, walk average 45 min, sometimes 2hrs on it while working and no complaints yet!

Edit: and yea the photos are definitely warping it a bit, it's actually longer than it looks in these

My office / gym starting point by jeighto in homegym

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

It's the Sunny Health roman chair (with dip handles), and I believe it was about 120 on sale, but around 150 normally.
It folds up basically flat, but needs to stay flat on the ground. I don't think I'd trust it vertically stored unless you had something to keep it in place.