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Posted By mtmckinley On 02-07-2015 | Views: 7,281 Replies: 32
Hey, thanks, I appreciate it!
Posted By mtmckinley On 30-06-2015 | Views: 7,281 Replies: 32
Hey, guys, just thought I'd put a little update up about my YouTube channel, The Maya Toolbelt. It's still chugging along and have built up about 700 subscribers or so, which is nice. I've got about...
Posted By mtmckinley On 29-06-2015 | Views: 2,408 Replies: 1
Forum: Animation
Without seeing it, I'd take a guess that it could be a deformation order thing.

Next to the magnet icons in the status line (the snapping tools) are a couple of buttons labeled Inputs and...
Posted By mtmckinley On 29-06-2015 | Views: 2,634 Replies: 2
By default, when you create any primitives in Maya (ie. spheres) they are given a default shader called Lambert1. It's a good rule of thumb to not edit Lambert1 as if you do, anything you make in the...
Posted By mtmckinley On 28-06-2015 | Views: 2,398 Replies: 5
so, the goal for UVing is to lay out the UVs in a way that makes it easy to create a texture with as few seams as possible. What I typically do for unusually shaped models is start off with an...
Posted By mtmckinley On 24-06-2015 | Views: 10,974 Replies: 4
I see. What I've typically done in the past with head blendshapes is use the character's clothes or some other obvious "divider" between the head and the body as a geometry seam. Like if the...
Posted By mtmckinley On 24-06-2015 | Views: 2,398 Replies: 5
One thing that I'd personally recommend is, before UVing, do some geometry cleanup. You have what looks like a lot of extra edges that you more than likely don't need. With less superfluous geometry...
Posted By mtmckinley On 18-06-2015 | Views: 12,107 Replies: 26
I think you'll need to do render passes, such as a specular pass that you can layer on top of your diffuse pass, etc.
Posted By mtmckinley On 18-06-2015 | Views: 3,155 Replies: 2
Forum: Animation
There are lots of potential ways to do this. Without seeing what exactly you're going for, it's a little difficult to pinpoint exactly which would be the best way.

You could, for example, use a...
Posted By mtmckinley On 18-06-2015 | Views: 10,974 Replies: 4
Just curious, is there a reason you don't want to combine the meshes together? If you combine the mesh and then merge the vertices at the seam (so that instead of having 2 stacked verts along the...
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