I can't seem to get this to work on planes, is that considered a Nurb? (something you say isn't possible with this tool). Works fine on boxes.
@malcolm341Күн бұрын
@caponeart3596 Should work on any polygon mesh that has at least 2 verts. I just tried it on a polygon quad primitive and it's working for me. NURBS are a different type of geometry, they are not polygons so it won't work on NURBS planes, but it will work on poly plane. NURBS primitives are blue in the create menu and polygons are orange. Send me an e-mail to [email protected] if you need further help.
@epereyralucena8 күн бұрын
downloaded a character that has .tbmat materials, how can i add asign them to my character in maya, gives error.
@malcolm3418 күн бұрын
@epereyralucena As far as I know toolbag materials can only be loaded inside of Marmoset Toolbag. You'd need to open the character in Toolbag and export the material's textures into a format Maya can read and then create Maya materials and plug the textures in. Also you can try exporting the mesh out of Toolbag as .fbx and see if it converts the materials for you, and then import the .fbx into Maya and see what you get.
@epereyralucena8 күн бұрын
@@malcolm341 found another folder with the textures, dragged them on cinema 4d and they worked, good enough for now xd
@theludonarrian10 күн бұрын
Do you know how to toggle between the Channel Box and the Outliner? I would love to be able to hit a hotkey and it would open one and then the other. Thanks.
@malcolm3419 күн бұрын
@theludonarrian Sure give this script a try and let me know if it works. I have both the outliner and channel box open to start and it works for me. See below for script, I also pasted it to the description. //Switch between outliner and channel box docked tabs script global proc m341_switchOutlinerChannelBox() { //Check which tab is currently in focus int $tabOutline = `workspaceControl -q -raise "Outliner"`; int $tabChanbox = `workspaceControl -q -raise "ChannelBoxLayerEditor"`; if ($tabOutline == 1) { OpenChannelsLayers; } if ($tabChanbox == 1) { OutlinerWindow; } } m341_switchOutlinerChannelBox();
@theludonarrian8 күн бұрын
@@malcolm341 It opens and closes the Outliner tab on the right side, but when it does that, the tab that is active is the Modeling Tools tab. When you did it, did you only have the Channel Box and the Outliner tabs open? Or did you have them open as windows? Maybe I am doing something wrong. Thank you for the help though. :)
@malcolm3418 күн бұрын
@@theludonarrian I have the outliner docked to the left side of Maya and the channel box docked to the right side of Maya. No floating windows. If you can tell me what your setup is I can probably get it working for you. Send me a screenshot of what your outliner and channel box look like when you are working normally so I can set my Maya the same way so I can test it [email protected]
@theludonarrian8 күн бұрын
@@malcolm341 Thank you. I emailed you.
@welcome142018 күн бұрын
i am gonna purchase all of your script its really helpfull but at this time i am a student but wait a few month my first salary and all your script is mine 😁
@malcolm34118 күн бұрын
@welcome1420 Great, thanks a lot for supporting me with your purchase.
@QCode1127 күн бұрын
So I was trying and searching how to do dynamic measurements and here I learn Maya itself cant do it :/ lol
@malcolm34126 күн бұрын
@QCode11 Yeah as far as I know you can't do it directly in Maya without like 100 steps of manual labour. Buy my Mel script, if you don't like send me an e-mail and I'll refund your money.
@yuzenvisionАй бұрын
Hi, Malcolm! I have updated your script to work with the rigged geometry. It would be awesome if you elaborated on this idea. Additional features such as parenting lattices to the selected joint or preserving object's parent-child relationships could be implemented too. I am not MEL programmer myself so I do that manually for the sanity sake ) Here are the relevant code snippets: 1) //Store faces string $faceAlignment[] = `filterExpand -expand true -sm 34`; toggleSelMode; toggleSelMode; selectMode -object; string $object[] = `ls -sl`; select $object; SelectFacetMask; select $faceAlignment; // Unlock necessary attributes temporarily string $meshShape[] = `listRelatives -shapes $object[0]`; setAttr ($object[0] + ".tx") -lock 0; setAttr ($object[0] + ".ty") -lock 0; setAttr ($object[0] + ".tz") -lock 0; setAttr ($object[0] + ".rx") -lock 0; setAttr ($object[0] + ".ry") -lock 0; setAttr ($object[0] + ".rz") -lock 0; setAttr ($object[0] + ".sx") -lock 0; setAttr ($object[0] + ".sy") -lock 0; setAttr ($object[0] + ".sz") -lock 0; // Store skin cluster if it exists string $skinCluster[] = `listConnections -type skinCluster $meshShape[0]`; string $originalWeights[]; if (size($skinCluster) > 0) { // Duplicate skin weights $originalWeights = `dagPose -save -bindPose`; // Temporarily detach skin detachSkin -refresh true $object[0]; } //Fast bake pivot begins here 2) //Clean up ungroup; delete $rotatorObj; select $ffd1; // Reapply skin if it existed if (size($skinCluster) > 0) { select -r $object[0]; skinCluster -tsb $skinCluster[0]; if (size($originalWeights) > 0) { dagPose -restore -bindPose $originalWeights[0]; } } // Relock attributes setAttr ($object[0] + ".tx") -lock 1; setAttr ($object[0] + ".ty") -lock 1; setAttr ($object[0] + ".tz") -lock 1; setAttr ($object[0] + ".rx") -lock 1; setAttr ($object[0] + ".ry") -lock 1; setAttr ($object[0] + ".rz") -lock 1; setAttr ($object[0] + ".sx") -lock 1; setAttr ($object[0] + ".sy") -lock 1; setAttr ($object[0] + ".sz") -lock 1; //Undo above chunk Hopefully somebody finds this helpful!
@caponeart3596Ай бұрын
I have 2 very similar shells and want to collapse the uvs. I typically use Align&Snap>Snap>MatchUVs in the right hand menu that you like to disable. I have all your tools inc uvMapper v5, is there anything in that tool that snaps uvs on similar shells like this?
@malcolm341Ай бұрын
@caponeart3596 Thanks for buying my tools and supporting me. I have a tool for verts, but not UVs. You'll need to use the default Maya match UVs as you've been doing. Here's the command if you want to make a shelf button so you don't need to expand the UV Toolkit texMatchUVs 0.01;
@caponeart3596Ай бұрын
@@malcolm341 Ended up LMB+Shift+Ctrl Clicking 'Merge UVs' in the menu to create a shortcut. I use this a lot so it's worth doing, thanks for a great and well supported product
@ClausBohm-v9fАй бұрын
cool
@malcolm341Ай бұрын
Thanks.
@shawnlochman133Ай бұрын
Im looking to purchase the script pack but notice there hasn't been any update to the uvMapper and how it work in over 3 years.
@malcolm341Ай бұрын
@shawnlochman133 There have been some minor updates and hotfixes, but now new video. All the hotfixes can be seen on LinkedIn, but you'll have to scroll. All of the scripts are forward compatible so they don't need to be updated to work on new versions of Maya. www.linkedin.com/in/malcolm-andrieshyn-10135959/recent-activity/all/
@ClausBohm-v9fАй бұрын
Cool, I just found this video and realized you upgraded your addon (I bought it about a year ago). Thanks for continuing to support this great addition to Maya. Subscribed!
@malcolm341Ай бұрын
@ClausBohm-v9f Awesome, I'm glad you are still enjoying this tool. I plan to support and update all the tools until people stop using them. Best place to stay up to date is actually on Linkedin because I post all the hotfixes there and use KZbin for video tutorials.
@toddlawrimore3577Ай бұрын
Yep. Once again, I'd never found that slice tool on my own. Thanks
@malcolm341Ай бұрын
Nice, that tool is so handy. I'm not sure why they hid it in there.
@edh3268Ай бұрын
You're a godsend!
@malcolm341Ай бұрын
@edh3268 Thanks for commenting, I'm glad you enjoyed this video.
@QCode11Ай бұрын
the 45 angle trick is awesome bonus tip!!
@malcolm341Ай бұрын
@QCode11 Nice, glad it's helpful. I was shown another way to do it recently as well where you don't even need to create the cylinder. You can actually do it with only one mesh required. Create a cube and use the cut tool to add one horizontal edge on the side of the cube which will make up the face we're going to wedge. Now add another horizontal edge below the first edge and that will be used to create the gap/inner curve we would normally create the cylinder for. Now go into multi-select mode and select the upper face we created followed by the lower of the two edges. Use wedge and you'll get the same result without the need for the cylinder.
@QCode11Ай бұрын
@@malcolm341 So here what I did was cut a cube in half by multicut, then used the upper face with the lower edge of the lower half, and it does work like a charm!! Another option was to add any temp cube and, add optional edge loops, then use any edge to "wedge the face around" that way the selected edge seems to act as the "pivot" for the face to "wedge" around, thanks a lot for the tips!! knowing how to do things multiple ways definitely helps a lot!! And here we are many years later I found your channel to be of great resource when I need 'technical' know-how to do things!!
@malcolm341Ай бұрын
@@QCode11 You can skip the temp cube all together and add a second edge below the multi-cut edge you added to act as the pivot, that seems to be the least number of steps I think.
@陈厚成Ай бұрын
Can you tell me how to change the default shader of maya2024 back to lambert? I tried to modify your code, but it didn't work.
@malcolm341Ай бұрын
@陈厚成 Sure, I had replied to your previous comment below, but your KZbin account is either not subscribed or you've turned notifications off so you never saw my previous message. I've pasted my earlier response again. Here's the code for default lambert1, but you should know Autodesk changed the way the viewport works in 2024 where they have adjusted the default light intensity to 3.140 so standarsurface doesn't look blown out. So if you make a lambert material in the current version of Maya it will look really bright. You can adjust the brightness in the render settings in viewport 2.0 or I can add it to the code below to automatically set the lighting back to 1.0 //***************************************************************************************** //The code for Default Lambert Shader globla proc m341_defaultLambert() { connectAttr -f lambert1.outColor initialShadingGroup.surfaceShader; } scriptJob -compressUndo 1 -runOnce 0 -event "SceneOpened" "m341_defaultLambert"; //***************************************************************************************** //The code for Default Lambert Shader and changing the viewport light back to 2023 globla proc m341_defaultLambert() { connectAttr -f lambert1.outColor initialShadingGroup.surfaceShader; setAttr "hardwareRenderingGlobals.defaultLightIntensity" 1; } scriptJob -compressUndo 1 -runOnce 0 -event "SceneOpened" "m341_defaultLambert";
@QCode11Ай бұрын
Watched first part, now watching this, already did try it out and really thankful for this!!
@malcolm34111 күн бұрын
@QCode11 an even faster way to do it is avoid the jig all together and add a temp edge to your object to use as the pivot point. For example create a cube and add a horizontal edge near the bottom of the cube, select the face above the edge plus the buttom edge of the cube, not the edge you just created and then wedge. That will allow you to concron the inner shape of the wedge on the same mesh.
@mikesegarra869Ай бұрын
How do you select a face loop of multiple loops on a sweep mesh using this script?
@malcolm341Ай бұрын
@mikesegarra869 Select the two adjacent faces on the mesh and click the dotRing button. This will make a candy cane selection. If you want the loops to run the other way select two adjacent faces in the other direction. For example, two faces adjacent horizontal, or two faces adjacent vertical on your sweep mesh pipe for example.
@陈厚成Ай бұрын
I want to say that this problem will not appear before the old version 3.2.0 of mtoa, but it has appeared since the update of 3.2.0. In other words, this is not an unsolvable problem, because it used to be all right. On the contrary, there are a lot of strange problems after the update, which is completely bad update.
@陈厚成Ай бұрын
Just like maya2024, I don't want to use the default standardsurface as the default shader at all, but it can't be changed back to lambert; at all; And now the default lighting intensity has changed to 3.14, and it can't be changed back to the old version of 1; The default color space is aces. I don't want to use aces at all, but every time I open maya, it uses sces. What they update every year is like squeezing toothpaste. Either they don't update, or they are useless, or they are not as good as the old version. I want to say that even if you want to use standardsurface as the default material, should you leave an option for users to choose whether they can change back to the old version? Because everyone has used the old version for so many years, I think there are still many users who don't want these modifications. So whether the right to choose should be given to the user instead of forcing the user to accept it.
@malcolm341Ай бұрын
@陈厚成 Very interesting, you should log a bug with autodesk and show them they created the problem in a specific release. I've completely given up on tangent space high to low baked normal maps in Arnold because of this issue and another issue they confirmed and still have fixed 4 years later. Marmoset Toolbag has path tracing and UDIMS now so that seems like a better option for game art rendering.
@陈厚成Ай бұрын
@@malcolm341 In fact, I don't think it is meaningful to report to them, because I have seen many problems and many people have reported them, and they have not made any improvement over the years. Just as you reported this problem to them, seven years have passed without any improvement. Even users like me can find out which version caused it, and they can't find it if they want to improve it. And they just said it was impossible, so I want to say why the old version can be realized?
@malcolm341Ай бұрын
@@陈厚成 Yes it's annoying, I find I get a better response to reporting bugs in Maya, Arnold doesn't really seem to fix anything. I gave up on Arnold years ago, it's too slow and can't render normal maps correctly so it's kind of useless.
@SiliconRiotАй бұрын
What's the story behind that screen right Custom Shelf...?
@malcolm341Ай бұрын
@SiliconRiot I have a video about it here kzbin.info/www/bejne/sKu8Zpqwi7WYZ6M
@HarrisonVoglАй бұрын
Fantastic tool, I find I have issues with lightmaps when i have a combination of hard edges and round surfaces. This tool is incredible does it all flawlessly and automatically without having to change anything. Happy to spend the money, great work!
@malcolm341Ай бұрын
@HarrisonVogl Thanks for letting me know you find this tool useful, make sure to check out the new features in update 3 kzbin.info/www/bejne/mZuQgGyDiZ6Hi5o
@mindpedАй бұрын
when i layout uvs by selecting different meshes at the same time they will layout with the same pad distance, but if i do them one at a time... smaller meshes seem to have almost no padding.. vs larger meshes having large padding.. its not consistent with the same settings.. both having frozen transforms. Why? how can i fix this?
@malcolm341Ай бұрын
@mindped There shouldn't be any change in the padding based unless you only have a couple shells, but if you've got at least 10 shells you shouldn't see any difference between meshes. If you want send me an image of your problem to [email protected]
@IveNeverStoodUp2 ай бұрын
this whole video is nothing
@malcolm341Ай бұрын
@IveNeverStoodUp Actually it's quite a bit more than nothing, first I teach what mip maps are, then I explain what texturing filtering is and how it works and why we use it in conjunction with mip maps. After that I teach you what texture padding is and why we use it, and finally I show you how texture padding and mip maps work together and what the best settings are for texture padding to avoid seaming errors.
@陈厚成2 ай бұрын
How to change the 2024 surfaceshade back to the original lambert?
@malcolm3412 ай бұрын
@陈厚成 Here's the code for default lambert1, but you should know Autodesk changed the way the viewport works in 2024 where they have adjusted the default light intensity to 3.140 so standarsurface doens't look blown out. So if you make a lambert material in the current version of Maya it will look really bright. You can adjust the brightness in the render settings in viewport 2.0 or I can add it to the code below to automatically set the lighting back to 1.0 //******************************************************************************************* //The code for Default Lambert Shader globla proc m341_defaultLambert() { connectAttr -f lambert1.outColor initialShadingGroup.surfaceShader; } scriptJob -compressUndo 1 -runOnce 0 -event "SceneOpened" "m341_defaultLambert"; //******************************************************************************************* //The code for Default Lambert Shader and changing the viewport light back to 2023 globla proc m341_defaultLambert() { connectAttr -f lambert1.outColor initialShadingGroup.surfaceShader; setAttr "hardwareRenderingGlobals.defaultLightIntensity" 1; } scriptJob -compressUndo 1 -runOnce 0 -event "SceneOpened" "m341_defaultLambert";
@theapexpredator1572 ай бұрын
Is it possible to stack similar shells? Also, can you arrange the shells from largest to smallest? Liked and Subscribed.
@malcolm3412 ай бұрын
@theapexpredator157 Stacking was added after this video was made. Demo .gif here www.linkedin.com/posts/malcolm-andrieshyn-10135959_maya3d-autodeskmaya-plugins-activity-7047312096589447169-_7YI? Largest to smallest can be done in default Maya using the Layout Along feature found in the UV Editor Modify menu. In my tool I have something similar which you might find useful which is layout up and layout right demo here kzbin.info/www/bejne/f6GmanyvlN2NqqM
@meloin5222 ай бұрын
Could you please consider to implement this addon for Blender? There is no such addon there
@malcolm3412 ай бұрын
@meloin522 Sorry this tool is written in Mel script and Blender uses some form of Python which I don't know how to write. Maybe PackMaster for Blender can do something similar?
@Hazteloniga2 ай бұрын
Hey Malcolm! I want to buy your tool, but would like to have the functionality of import and replace. So I can go to a folder with multiple .objs import them all at once and have them replace all objects in the scene while maintaining hierarchy. If there are objects in the folder that couldn't find a matching one in the scene then have those parented into a "no_match_grp"
@malcolm3412 ай бұрын
@Hazteloniga I'm sorry, but the tool can't do a replace in scene. It can only import multiple .obj files. You would then need to use the default replace objects tool found in Maya to replace the old meshes with the new meshes. Hierarchy is tricky though because the replace objects tool doesn't respect hierarchy. There might be a way to automate some of your workflow, but I'd need to see your exact scene file to see if I could write a script or something.
@dv1nce3 ай бұрын
THANK YOU
@malcolm3413 ай бұрын
You're welcome, thanks for leaving a comment.
@ry3d263 ай бұрын
This is great, thank you! I bought the mega pack and redownloaded it and my light map UV shelf hasn't changed. Has the update been pushed for that shelf with everything on it?
@malcolm3413 ай бұрын
@ry3d26 Yes the shelf should be up to date, I re-uploaded again just now just in case. Try to download again and let me know how it goes.
@ry3d263 ай бұрын
@@malcolm341 Thank you! Still doesn't seem to work for me but it's ok as is for me anyway. Thanks for these
@malcolm3413 ай бұрын
@@ry3d26 That's strange I just got my wife to test it and the download is up to date for her. What e-mail did you use to purchase with and I can just send you the latest .zip file
@rexyduplex3 ай бұрын
Hi Malcom, this is a must for me, but recently I upgraded to maya 2025 and I am unable to load your great script. Is this compatible with maya 2025? Thanks in advanced.
@malcolm3413 ай бұрын
@rexyduplex I just gave it a try in 2025 it's working correctly. What seems to be the issue you're having?
@rexyduplex3 ай бұрын
@@malcolm341 It's working now, maybe my pc wanted to get a rest...Thanks again.
@denizcanbulut63263 ай бұрын
hi, i just bought your product but i have a problem. i just wanted to group some of my uv's (i want them to act as a one solid piece when i click layout) lets say i have 4 different groups, weapon, head, hand and hat. i laid them out as a square (weapon group is square, head group is square etc etc) when i click layout, i want them to keep their own layouts (i want them to act like they are single piece, together the way i arranged them before) is it possible with your plugin? thanks in advance
@malcolm3413 ай бұрын
@denizcanbulut6326 No sorry, the grouping feature only works with identical shells, I've tried many times to create the feature you're looking for, but was not able to figure out how to define a container of shells that packs around other containers. I don't think it's possible in Maya, the only place I've seen it done is in RizomUV and Pack Master for Blender. Poly Raven for Maya might be able to do it, but I'm not sure, it might just be a bounding box pack. I'm happy to refund your money if you're not happy with the tool, just let me know what e-mail you used to purchase with if you want a refund.
@denizcanbulut63263 ай бұрын
@@malcolm341 its ok man, no problem :) i can definitely find a way to use your plugin in a useful way, thanks for the product.
@denizcanbulut63263 ай бұрын
@@malcolm341 i cannot believe how this is not a built in feature......
@malcolm3413 ай бұрын
@@denizcanbulut6326 Yes it's very annoying, I've needed it many times.
@SlateBlueC4t3 ай бұрын
I love how expressive you are!
@malcolm3413 ай бұрын
Thanks I appreciate your feedback.
@ChrisK_SD4 ай бұрын
Awesome update!
@malcolm3414 ай бұрын
Thanks a lot, and thanks for commenting.
@lavivaneau04 ай бұрын
Great update to an already amazing tool. Love the Overwrite Light map check box.
@malcolm3414 ай бұрын
Thank you, I'm happy you like it.
@tarkserbest5134 ай бұрын
when uv mapping tool is seperating all faces apart and adding unnecassary seams idk why
@malcolm3414 ай бұрын
Maybe it's non-manifold geometry on all faces? If you want you can send me the model to [email protected] and tell me which tool you're using and what button your pressing to create the error.
@omma9114 ай бұрын
Welcome back! Amazing set of tools. The unwrap tools and normal map setup are my favorites.
@malcolm3414 ай бұрын
Thanks, it's been a long time since the last video. I've been doing regular updates on LinkedIn instead. Surprisingly LinkedIn gets significantly more traffic than my KZbin channel, and .gifs take a lot less work than making a video.
@omma9114 ай бұрын
@@malcolm341 Good to know, I'll check it out.
@malcolm3414 ай бұрын
@@omma911 here's the link if you want it www.linkedin.com/in/malcolm-andrieshyn-10135959/recent-activity/all/
@sureztv58364 ай бұрын
Great tools. Alos it is good to see you using winamp in 2024!
@malcolm3414 ай бұрын
Winamp is still the best, and I recently realized you can have two Winamps running at the same time so I can listen to rain forest sounds and music at the same time.
@dcarchdesign63934 ай бұрын
Eres un genio!!! me has salvado, muchas gracias amigo!!!
@malcolm3414 ай бұрын
Thanks for letting me know you found the video useful.
@ismyalak14194 ай бұрын
It felt like someone pulled out the stuck bullet in my brain.
@malcolm3414 ай бұрын
@ismyalak1419 Better solution here kzbin.info/www/bejne/mJqVgnaCbZtkga8
@_3Leon4 ай бұрын
Hey man! Do you know if there is any tool similar to this that’s downloadable in blender?
@malcolm3414 ай бұрын
@_3Leon I believe in Blender you use the mirror modifier and then turn clipping and merge on to get it to work the same as Maya. kzbin.info/www/bejne/Y3Lbe4etfb2oopY
@_3Leon4 ай бұрын
@@malcolm341 That modifier unfortunately doesnt behave the same.. Would have been nice though!
@malcolm3414 ай бұрын
@@_3Leon Did you turn on clipping and merge, that should be the same thing as mirror cut in Maya.
@paulworster36834 ай бұрын
Great, one request i'd have would be to have these in a floating toolbox menu rather than in the shelf. its fine and works in the shelf but its a long way to click each and every time, I've used SmartMesh Tools before which is similar and that is in a floating toolbox. This is more advanced with the naming and hierarchy so it is better. I know you can easily write your own script and put these in a floating box yourself but it would be great to add this as an option in a future update for easy of modeling. Thanks for your work on all your scripts btw. I am sure Autodesk will get round to giving modelers this natively by 2063!
@malcolm3414 ай бұрын
@paulworster3683 Have you tried the Maya custom shelf, you can put whatever buttons you want in there and have that floating near your model while you work.
@neelkaklotar27105 ай бұрын
Hey malcolm, I'm a big fan of your work, so I am curious if we can build a custom polygon shape tool, like if I want to make a custom shape like a phone for ex and have it on the shelf for quick access, can we build that and how, because I really want to have a cylinder with quad top and bottom like tool handy
@malcolm3415 ай бұрын
Hi, thanks for being a fan of my work. I'm not sure how to create new primitives that have history, but Kelvin seems to have what you want in this free script. www.artstation.com/marketplace/p/Xmkz1/maya-quadprimitive-beta-v1-1? If that doesn't work you can always go this route and quad cap the top of cylinder using this script www.artstation.com/marketplace/p/dRAM/maya-gn-quad-fill-hole?
@znxjauq5 ай бұрын
What should Mac users do?😢
@malcolm3415 ай бұрын
@znxjauq For Mac I believe it goes here in this folder ~/Library/Preferences/Autodesk/maya/2024/prefs/icons/MayaStartupImage.png
@znxjauq5 ай бұрын
@@malcolm341 If you go into the icons folder, there's nothing there, why is it doing this?😢
@malcolm3415 ай бұрын
@@znxjauq Yes correct, that folder overrides the base icon so you don't need to overwrite the default image file, it will look in this folder first and ignore the stock Maya image. Just put a .png file in there named MayaStartupImage.png and restart Maya.
@chimerarj5 ай бұрын
I'm finally going to resurrect the old and nostalgic sanskrit-like Maya logo. Thanks, friend.
@malcolm3415 ай бұрын
Sweet, you can put it in this folder and then you don't have to overwrite anything C:\Users\malco\Documents\maya\2024\prefs\icons Back when I worked at EA we always had a custom logo when Maya started.
@GameDev-o2t5 ай бұрын
I have done so many textures to different UV Sets in substance. I unable to apply that in marmoset. I want to apply textures in maya and bring to marmoset. So how to export model with textures from maya to marmoset .?
@malcolm3415 ай бұрын
@GameDev-o2t As far as I know Marmoset doesn't support multiple UV sets on one mesh, each UV set needs to have one corresponding material in Maya applied. Marmoset doesn't support UDIM workflow last time I checked so if you have multiple textures applied in Maya each texture needs to have a separate material applied to those faces you want to see the texture on in Marmoset. In Maya you just export the low poly file as .fbx with multiple materials applied and it should import into Marmoset with multiple materials named how you named them in Maya. After that just plug your texture files into the Marmoset material slots.
@GameDev-o2t5 ай бұрын
@@malcolm341 Thank you. Got it.
@Kimnn235 ай бұрын
i tried to add the attricutes sheet the same way you did at 8:00 but the line doesn't go blue and it just moves from side to side. is there any other way to do it? (a beginner asking:( )
@malcolm3415 ай бұрын
@Kimnn23 Hi, yes should work I just gave it a try and was able to dock it to the right hand side. Make sure you right click the existing tab you're trying to dock to and choose tab direction right. Another thing to check for the attribute editor specifically is go into Windows> Settings/Preferences> Preferences> UI Elements> Editor in Main Window> uncheck attribute editor checkbox. Let me know how it goes.
@nicktheladd6 ай бұрын
Thank you! I use Quill which is a vertex-colour based art software but I've never been able to get them to render in Arnold until now.
@malcolm3416 ай бұрын
Sweet, yeah it's not straight forward, but it works.
@ACES-BRAZIL6 ай бұрын
@@malcolm341 I have an animated mesh, I want to automatically color it based on speed, how do I do that? Please do you know? thanks
@malcolm3415 ай бұрын
@@ACES-BRAZIL I'm not sure how to do that, I know you can use a set driven key to control a colour attribute on the shader and attach that to some part of your mesh movement so it changes colour as the mesh animates, but I'm not sure how to determine velocity of the mesh movement if that's how you want the colour to change.
@ACES-BRAZIL5 ай бұрын
@@malcolm341 Nobody knows this on the internet. If anyone knows, don't show it.
@sergeyandreev25996 ай бұрын
Great to see you read comments after 5 years. Thank you so much for this video! Brilliant information
@malcolm3416 ай бұрын
Thanks, I try to read every comment and respond to any questions. I'm still actively developing the Mel Script Mega Pack, but I haven't done KZbin in a while. I'm hoping to make some new videos one day, but right now I can't seem to find the time.
@sergeyandreev25996 ай бұрын
@@malcolm341 scripts is some high level thing for me :D I try to make my way in 3D, just 4,5 years in, but the only problem that I don't have motivation and willpower, so I can't ask for good money because I can't be responsible if I can't trust myself) Sad :D One day I want to try to grow my social media like you do with youtube <3
@sergeyandreev25996 ай бұрын
@@malcolm341 man that's actually really funny. Now with new knowledge I noticed that Minecraft doesn't have mipmaps in vanilla and now I can't unsee it :D You created a professional deformation for me :D I found a setting to change it with a mod, but this is mindblowing how top 1 game in the world by sales doesn't work like every single game out there :D It just build different 8-)
@malcolm3416 ай бұрын
@@sergeyandreev2599 I've never tried Minecraft, but maybe the creators didn't like the look of how mips would blur the textures, but I think even for stylized games they're valuable if the game can run them at 8x or 16x anisotropic texture filtering.
@sassuskrassus31666 ай бұрын
well.. here I am after 5 years of beeing a 3D artist and finally finding out what texture padding is I always did this in some way (space between UVs) but I never knew why actually thanks a lot for this
@malcolm3416 ай бұрын
Thanks for watching the video, I'm glad you found it useful.
@RikiB6 ай бұрын
A great addition would be to auto sew as much as possible so there are fewer UV Shells. Also when it does the layout you can allow non unform scaling to reduce even more empty space. Stretching isnt a big concern for lightmaps but empty space is the real enemy.
@malcolm3416 ай бұрын
@RikiB Try the Create LM UV's by Angle 30 button for fewest seams, it will try to only cut UV shells on normal angles greater than 30. I'll add a checkbox for non-uniform UV layout.
@meloin5222 ай бұрын
@RikiB Hello, I met the same problem now, especially for big buildings. Have you found a solution to make lightmaps as automated as possible with a good quality ?
@malcolm3412 ай бұрын
@@meloin522 kzbin.info/www/bejne/mZuQgGyDiZ6Hi5o I've updated the tool and added the features RikiB wanted.
@malcolm3412 ай бұрын
@RikiB I've added the features you wanted in this new release kzbin.info/www/bejne/mZuQgGyDiZ6Hi5o
@RikiB2 ай бұрын
@@malcolm341 woah- this is so awesome. Ok now I really gotta try this. The hard part will be convincing my job and going through the hoops to get a license. It’s worth it though.