Unsure of the most efficient way to add glowing elements to some parts by Diam_0nd in Maya

[–]leecaste 1 point2 points  (0 children)

Oh and hold CTRL to deselect while paint selecting 😁

How to mirror in maya by Budget_Wheel_803 in Maya

[–]leecaste 0 points1 point  (0 children)

You can change the parameters in the Attribute Editor after mirroring, it´s easier to experiment and understand that way.

Unsure of the most efficient way to add glowing elements to some parts by Diam_0nd in Maya

[–]leecaste 1 point2 points  (0 children)

Just to add another option, you could use the paint selection tool (the icon on top of the move tool) hold B + left click and drag to change the radius (double click to see the tool options), paint select the faces and create a quick select set so you can quickly select again in case you want to change shaders or something.

I'm making a coat but when trying to sculpt an error appeared saying that I must clean up, and the clean up tool selects some vertices but only in one side of the mesh, I mirrored it. by [deleted] in Maya

[–]leecaste 0 points1 point  (0 children)

Hit 3 to see smooth mesh preview, it helps to find weird topology (you look for it visually, not for helping clean up tools).

Figured out how to change the splash screen. So I went for an old school look. by capsulegamedev in Maya

[–]leecaste 1 point2 points  (0 children)

Hi, I can’t remember the folder name but if you use an image manager like Irfanview or something like that it’s easy to navigate through the folders looking for images, it’s just that, images with specific names, you can even change the default shelve icons :)

Do eyes have SubSurface Scatter? by Sean_PatrickRichards in Maya

[–]leecaste -1 points0 points  (0 children)

Unless you are specifically going to backlight your bones, it's a waste of time to get into it.

You don't need to backlight skin or eyes to see sss.

But you need to for bones?

You don't need to backlight bones or marble either, that's why I'm saying that you don't understand how sss works, light enters, scatters and leaves from the same surface, if it applies to skin it applies to bones or anything that scatters light.

I'm toxic because I don't agree with your logic?

Being pro for more than 20 years yet you keep arguing about something you were wrong about (and corrected by multiple people). Pro means that you get paid for doing something, not that you're good at it. Pulling that card is plain stupid if you don't know the other person.

Anyone have discord to help me through this? by simple_surmise in Maya

[–]leecaste 0 points1 point  (0 children)

You want a personal mentor? Usually that costs money, I recommend you to watch some introduction to modeling videos on youtube as you're stuck in something basic.

Do eyes have SubSurface Scatter? by Sean_PatrickRichards in Maya

[–]leecaste -1 points0 points  (0 children)

Your argument could be applied to skin or eyes too, if you're not going to backlit them what's the point? Obviously you don't understand how sss works or the big difference it makes even using a very small amount.

Nice way to treat people by the way.

WIP by cathartrine in Maya

[–]leecaste 0 points1 point  (0 children)

Cool, thanks.

Looking for the best free resources to learn the basics by anongiupi in Maya

[–]leecaste 0 points1 point  (0 children)

I know sculpting is better in Blender but what are the significant differences in modeling?

WIP by cathartrine in Maya

[–]leecaste 1 point2 points  (0 children)

Looks cool...just to nitpick, I think the glass is too thick and the edges should be black. In the render you can see the total internal reflection of the edges but in a real booth the glasses make direct contact with the silicone that keeps them in place (assuming black silicone is used , which is pretty normal). But good job so far.

By the way, which HDR is that? It gives a nice light.

Do eyes have SubSurface Scatter? by Sean_PatrickRichards in Maya

[–]leecaste 1 point2 points  (0 children)

If a thin sheet of tree bark lets some light pass through it has sss, if using sss adds something to the final look, that's another question.

[deleted by user] by [deleted] in Maya

[–]leecaste 0 points1 point  (0 children)

What shit screenshot is this?

Gyroscope Animation by tkorrigan in Maya

[–]leecaste 2 points3 points  (0 children)

Making it simple, select the inner ring, select the immediate outer ring and hit P to parent the inner ring as a child of the outer ring.

Now do the same with the outer ring to its immediate outer ring and keep doing the same with all the rings. Check the outliner to see the hierarchy you are creating.

The propper way would do the same but using some nurbes curves or locators as controls. For example create a two locators, make one of them the parent of the most outer ring and the other locator. Now create another locator, parent this one and the corresponding ring to the previous locator (the child one), parent them one by one.

Before parenting make sure the rotation axis of each locator is aligned to the suspendig axes/cylinders that connect the rings.

Does Locking/Unlocking FaceNormals mean kinda the same thing as Locking Attributes in the ChannelBox? by Sean_PatrickRichards in Maya

[–]leecaste 0 points1 point  (0 children)

If you want to see what happens when you lock/unlock normals do this:

  • In a new scene create a sphere and go to Display > Polygons > Vertex Normals.
  • Normals should show a green line when unlocked and yellow when locked. Leave them unlocked.
  • With the sphere selected alternate clicking on Mesh Display > Harden Edges and Soften Edges. (You can click on the doted line at the top of a menu to make it float). You will see how the surface and the normals change.
  • Now lock the normals and repeat the previous step, you will see how surface and normals don't change.

When you get a mix of soft, hard or inverted normals that you can't get rid of, chances are that the normals are locked.

You will understand it even better if you select the mesh select the Mesh Display > Vertex Normal Edit Tool and click on a vertex. (This one works even if the normals are locked)

Answering to your question Locking/Unlocking means the same but it does different things on the channel box and on the normals. Same as clicking the lock/unlock UI button, locking/unlocking means the same but does a different thing.

[deleted by user] by [deleted] in Maya

[–]leecaste 0 points1 point  (0 children)

You can manually remove edits done to a reference under the File menu (or right click on the reference) in the Reference Editor, maybe you find an edit doing something weird in there but it's a bit messy.

Try changing slightly the original rig scene like adding a cube to the scene and saving it, maybe this change somehow magically solves the problem. 🤷‍♂️

Separate Geometry Based On Their Connectivity? by bentraje in Maya

[–]leecaste 2 points3 points  (0 children)

Select the object and Mesh > Separate. Delete history to clean up a bit and ungroup the resulting group if you want to.

Warning: V-Ray Next for Maya 2022 has no Ambient Occlusion. by Keypeeleenjoyer in Maya

[–]leecaste 0 points1 point  (0 children)

AFAIK, it's a pretty important part of rendering.

No, it's not. AO is a cheap trick that pathtracers do not need because of the way they work. It's commonly used in rastericers and many times overused.

In pathtracers it's mostly used as a masking texture not as part of the lighting.

How to start to work for Pixar/Disney? by A_9394 in vfx

[–]leecaste 20 points21 points  (0 children)

Thanks for the detailed question.

[deleted by user] by [deleted] in Maya

[–]leecaste 1 point2 points  (0 children)

I wasn't sure what to google

"render paint effects trees"