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Old 06 June 2003   #46
some really cools tools i've found recently is the select contiguous edges tool, grow shrink selection tool and convert selection to faces, verts,edges tools dunno how I lived without them before.
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Old 06 June 2003   #47
make live
 
Old 06 June 2003   #48
Talking

the automatic keyframe tool
That's the one I can't live without
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Old 06 June 2003   #49
THough not really a secret, I LOVE watching the UV editor window AS I press the UVLayout command!

It's so fricken cool

..also, in case it hasn't been said before, the DannyUV tools melscripts ROCK!
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Old 06 June 2003   #50
Ceql,

Thanks for the 5-sec tutorial of drawSplit. I could split when I draw before, I think, because on certain angle it doesn't seem to split.

But everything is cool now. Sometimes when it doesn't split, I just reverse the draw. That is, instead of splitting from top to bottom, I split bottom to top.
 
Old 06 June 2003   #51
my new weapon of choice has to be mental rays dielectric shader in maya!!
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Old 06 June 2003   #52
Quote: Originally posted by chips__
my new weapon of choice has to be mental rays dielectric shader in maya!!


whats that do?
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Old 06 June 2003   #53
Good question actually

it makes stuff like glass and fluids look absolutely gorgeous. And since i'm working on a commercial for carlsberg beer at the moment, i just love it Slow as hell though, but just beautiful!
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vfx sup at duckling
www.duckling.dk

me: www.idiotbarn.com
 
Old 06 June 2003   #54
Quote: Originally posted by chips__
Good question actually

it makes stuff like glass and fluids look absolutely gorgeous. And since i'm working on a commercial for carlsberg beer at the moment, i just love it Slow as hell though, but just beautiful!


thanks for the tip. Ill check it out.
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Old 06 June 2003   #55


the first test i did with it. don't mind about the hands... long story
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Peter Hartwig
vfx sup at duckling
www.duckling.dk

me: www.idiotbarn.com
 
Old 06 June 2003   #56
Quote: Originally posted by chips__


the first test i did with it. don't mind about the hands... long story


I turned my monitor brightness up. I think I see what it does. thanks
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Old 06 June 2003   #57
i think it's some sort of fresnel thing
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Peter Hartwig
vfx sup at duckling
www.duckling.dk

me: www.idiotbarn.com
 
Old 06 June 2003   #58
Nobody using 'clayDough' here???
Very handy 'magnet' tool for many types of smooth editing, especially in those 'post hires up ' situations....

from:

http://macvizion.com/Claydough/scri...y-dough_1.5.zip

or:

http://www.highend3d.com/maya/mel/?...n=modeling#1097


and:

'Smooth UV' from CoyHot;
smoothes polysmoothed polys' UV's

from here:
http://www.coyhot.fr.st



Atwooki

Last edited by Atwooki : 06 June 2003 at 03:03 AM.
 
Old 06 June 2003   #59
I've been doing it the hard way, trying to make latices work, or wrap deformers shapes, or just by hand... I'll have to take a look at that.

Quote: Originally posted by Atwooki
Nobody using 'clayDough' here???
Very handy 'magnet' tool for many types of smooth editing, especially in those 'post hires up ' situations....

from:

http://macvizion.com/Claydough/scri...y-dough_1.5.zip

or:

http://www.highend3d.com/maya/mel/?...n=modeling#1097


and:

'Smooth UV' from CoyHot;
smoothes polysmoothed polys' UV's

from here:
http://www.coyhot.fr.st



Atwooki
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Old 06 June 2003   #60
This is more of a secret weapon technique I found this out today while struggling with uv mapping.

Ktprs Pretty Quick UV mapping:

1. Select faces you want to uv map.

2. Auto map your faces with a plane setting somewhere between 4 and 12. 4 is good for simpler faces while 12 is good for more complex geometry variation.

3. Select the outer edges of the whole face selection. Store these edges as a selection set, which will be deselected later (qssManager from highend3d.com does this).

4. In the uv texture editor switch to edge mode. Region select all the edges of the auto mapped faces. Deselect the outer edges from the selection set you just made. Be sure to deselect any other outer edges from neighboring faces. Now you have all the internal edges that belong to your set of faces.

5. Preform Sew+Move. Volia!

remember you can use poly smooth with world or uniform values to clean up wiggles. World smoothing works wonders. You can also select bad faces, plane map them, scale them down, and sew+move edges of the bad faces to stick it back in place...

This is best applied on sub areas that have similar general geometry. Variation is fine but to much will throw the auto map off and you'll have to apply it to a smaller region.

Also look at the AutoMap tool that comes with the bonus game pack. It's interesting. uses up a lot of ram cause it writes to history, though.


hope this helps someone
cheers
ktpr
 
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