There is more of a need for programmers in the gaming industry than film/vfx.
Are you interested in a programming role or a artist type role? If you want to transition, you should leverage your programming skills to get a hybrid type role like 'technical artist'.
Regardless of which industry or role you aim at, experience isn't the most important thing - ...
I'm going to assume you're using V-Ray. It's the most popular renderer that doesn't by default inherit from the smooth mesh settings.
So, you've made a cube, and pressed 3 to smooth it:
When you render, it isn't smooothed:
You have two options.
Enable subdivision on the shape (attribute editor for the shape node):
Globally tell V-Ray to render based on ...
Check out Autodesk FBX.
Its almost like the "Bridge" in Adobe Suites.
It lets you interchange files from various Autodesk products.
I believe there is some loss by opening them in Maya. I think you would just have to go to File > import, to do so.
But if that doesnt work, I think your best bet is Autodesk FBX.
Plus I think its free to download. Give it ...
You have Soft Selection Mode turned on
You can toggle it on and off with b
You can adjust the size of the falloff by holding down b and dragging the mouse
You can change other settings for it by going to Tool Settings (double-click the Move tool in the toolbox, among other ways)
Soft select off:
Soft select on:
It's a useful tool, at least when you can ...
There are several axes you can use for manipulation, and they all have their own place. World is the one you describe. The other common one is Local, which is relative to your selected object's parent.
Access the Tool Settings panel by double-clicking the move tool from the toolbox, and change the Move Axis to World:
One other way to access this setting is ...
Accessing your Image Plane (the "Input"):
The "Input" you're looking for I assume is from 4:44 in your video. They made a change to image plane connections in Maya 2013. From the release notes:
Beginning Maya 2013, the imagePlane node, which was previously a dependency node, is now a
A few ways way to get to the image plan settings is this:...
The good jobs usually hire you based on your design skills--not any particular software you may (or may not) know. As for the programs you listed, they won't hurt, of course, but they're pretty much relegated to 3D modeling tasks. If the company specializes in 3D UI work, maybe it'd be helpful, but for the most part, they're not typical tools of the UI/UX ...
No and yes, freezing moves space. Thus the numeric values of any child spaces are moved around loosing meaning. To protect users from themselves its not allowed, and it does not make sense. Spaces under children are not affected as long as the child can be resolved, because the child space didnt change. (children are defined in their parents spaces)
You can ...
RMB (Right Mouse Button) on the canvas and choose Select All
In the status line choose Select Component Type () and under that Face () deselect others
Looking from above marque select the are you want too keep. (make sure your slect tool is not set to select only visible faces.)
Hold down Shift and marque select everything to invert selection
You have to connect the vertices between the two sides in order for them to behave as one object.
First make sure your two sides are one object. Then you need to use the Merge Vertex tool to connect the vertices.
Select both halfs
Go to Mesh > Combine
Next you delete the history of the shapes so that Maya sees them as one image. Edit > Delete by Type > ...
You've got a couple options.
The first is likely the easiest for a beginner level, but can cause the occasional geometry artifact depending on topology.
Create a cube
Position it to overlap the part of the screw you want to keep
Select the screw and the cube
(Polygons Menu) > Mesh > Booleans > Intersection
The second option is to do it manually. This can ...
Your best chance to make videos like this is to use Blender.
It´s free, it can handle 3D modeling easily well, it´s documentation is thorough and it also has many tutorials available. Also, as a great feature, it has it´s own video editor included.
Nevertheless, be ready to spend at least three months learning, before making a simple video like the one ...
At first: I do not have your 3D programs, only some simple to use freebies and low cost entry level stuff.
Check, if you can get acceptable result with simple non-photorealistic shading, select a grey color and define it be matt, not glossy:
Adjust rendering settings for good contrast.
You can add coarseness by placing a thin noisy image on the surface:
the height map it self also looks terraced when zoomed in and probably this is what causing this effect
You've answered your own question.
Sounds like you need to carefully blur to remove the terracing - maybe apply a high-pass to keep some of your higher-frequency data, and re-apply that after you've used blur to de-terrace.
Hope that helps.
Yes you can do this. What you do is you turn echo on and open the script editor then do this once and copy the instructions to the code line below and replace with variables.
Anyway a simple example (caveat emptor, I wouldn't use this for several reasons well beyond the scope of this post might work fine for you):
$folder = "P:/ath/to/data/";
$files = `...
File → Import will load other scenes into current scene. File → Export allows you to conditionally export things from scenes.
PS: Yes its as obvious as that. But depends on your rig whether it will work (it usually does that's what the namespace is for). Maya does not enforce sanity.
3DS Max Solution.
Convert your shape to outline in Illustrator, check before exporting it if the number of points is too high go to Pathfinder Options > Remove Redundant Points, then export the shape as your desired format.
Check if the scale of your scene is too small, 3DS Max does not work very well with minuscule objects, scale the scene up if you ...
Smooth Mesh Preview has three modes (by pressing the 1 (the image above), 2 (Cage + Smooth Mesh), or 3 (the image below) keys). You can quickly see how the model will appear when smoothed with not as many polygons (Try to use Mesh > Smooth and you will find the difference).
The approximation (Math - split and average of connected points if I am correct) ...
what's difference between Maya and Blender?
Hum. Depends... With both of them you can do awesome stuff or lame projects.
As with a lot of applications one defining thing on which application you need to use is the context of where you are doing it. If your work environment requires one application or the other.
If you are a freelancer and you want to go ...
First, select the curve whose points you would want to snap a vertex to. Go to Display -> NURBs -> CV; This will make the points visible on only the selected curve(s).
After that, simply select the vertex of the mesh and snap to whichever point on the curve that is now displaying just as you would with any other point (by holding V (Snap to points); Works ...
Found solution, had to edit the near clipping plane settings from the camera. is 0.2 at default, had to increase it to 0.6. This worked for me but it might be possible you have to play a bit with the Camera settings. To eddit do to view-> Camera Atribute editor and then it's under the Camera atributes ;)
Select the uvs you want to merge over and go to
Create UVs - Copy UVs to UV set - Select the uv set you want to merge with.
If the uv set you're merging to already has UVs for the faces you selected, it will overwrite them.
You need to create a subdivision approximation in mental ray and have smooth mesh preview on:
Go to windows rendering editors > mental ray > approximation editor.
There is a subdivision rollout in the approximation editor.
Under the subdivision rollout hit the create button.
Make sure smooth preview mesh is on in the attribute editor.
Or you can apply a Modify > Convert > Smooth Mesh Preview to Polygons on your mesh. It will then render properly on all renderers... but you'll lose the ability to further modify your object using smooth mesh.
It looks to me like you did not select all your appropriate channels when you applied the loop/cycle. Can't really tell from the Graph Editor shot you posted, but check to make sure all the robots appendages are properly keyed after the point below.