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  3. Rick_D

Posts by Rick_D

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • July 7, 2007 at 4:42 PM

    *sigh* at these shitty upload sites

    http://allyoucanupload.webshots.com/

    go nuts

  • A very sick family slaying

    • Rick_D
    • July 7, 2007 at 3:01 PM
    Quote from Quakis

    hearing very young girls (3 or 4 years) being abducted/murdered

  • Maya Unit/Grid setup :)

    • Rick_D
    • July 7, 2007 at 11:38 AM

    Yeah it's default measurement is cm, there's a few reasons for this but this is a decent read:

    Quote

    Maya functions in UNITS, and treats the default Maya unit as 1 Unit = 1 Centimeter. Maya has user preferences that allow this unit to be changed from cm to meter, inches, feet, kilometer, and so on. Never ever ever change this preference! Always leave Maya set to cm as the working unit, which is the default.Drawbacks to changing the default unit==> Changing the default will cause numerous problems including, but not limited to: Light and camera icons will appear hundreds of times smaller than usual, making selecting and working with them difficult and while they can be scaled without affecting brightness, scaling area light icons does affect brightness. Dynamics will still operate in centimeters and with some components scaling and others not: the result is chaos and unpredictable behavior. Best to adjust dynamic scale values to what is needed rather than the entire scene's unit. Path constraints can return erroneous unexpected not-to-scale values, and worse.

    It is, however, usually important to build scenes to scale to one another especially if models from one will ever interact with another. Just ensure your minds all understand what 1 Maya unit equals in terms of perceived measurement units. That is, while you never want to change Maya's preferences from cm to something else, you can simply treat 1 Maya Unit as equaling 1 meter or 10 meters or 5 feet or whatever makes sense to you given Maya's constraints. Maya tends to prefer scenes be built fairly small, so if you're building enormous buildings or starships you may want to treat 1 Unit as equal to 10 meters or more.

    Remember this isn't a setting you make in Maya, it's just something you know and model by. If you need your skyscraper to be one kilometer high, and you use a 1 unit = 10 meters scheme, then you'd enter 100 in the box's height attribute.

    For ZAON starship models, we use 1 Maya Unit (1 cm) = 4 Meters, 10 Meters, or even in extreme cases as much as 100 Meters, depending on type. 4m to the Unit is often best for ships under 200m in length, and 10m per unit is best for ships ranging from 200m to several kilometers in length. Just remember for sure to resize any ships with Scale command if you need to import them into a shared scene with ships using a different scale. When working on really large ships of several kilometers (several hundred Maya units) it can be handy to resize your grids to extend beyond the surfaces you're working with and to appropriate subdivisions. For really small scenes you can shrink your grids. By default your grid displays one grid subdivision per Maya unit (1 cm). But be aware that changing your grids will carry over when you start a new scene because these grid settings are retained as part of your GUI preferences and you may need to change them back to fit a smaller ship. This, along with the grid on/off option for the viewport panel, are the main culprits behind the "what happened to my grids?" problem. Grid size can be set in Display|Grid[OptionBox]. Grid display on/off options in your viewport panel are set via the Panel's menu: Show|Grid.

    For character modeling it's wise to model at true world units, leaving Maya set to the default cm. This means that a 6' tall character would be just over 180cm (180 Maya units) high. The reason for this is that many advanced Maya tools expect this size. For example, the cloth solver would create unrealistically stiff clothing on a character that was only 18 units high instead of 180.

    So it seems there is a lot more reliant on the units than just the size of your grid, as I said when I bumped it up to feet my far clipping plane was way too close and various other issues I would no doubt have found out when I started doing more advanced stuff :S

  • Maya Unit/Grid setup :)

    • Rick_D
    • July 7, 2007 at 10:52 AM

    windows -> settings/preferences -> preferences -> settings (unit measurements)

    finally

    [Blocked Image: http://www.bcchang.com/ygguide/modeling/images/upaxis.jpg]

    Don't know when the hell I changed it but I did and it's annoying and you should never ever change it

  • Maya Unit/Grid setup :)

    • Rick_D
    • July 7, 2007 at 10:44 AM

    mhm thanks for trying but I don't see a measurement in there, I've been in that menu before :S

    I'm just going to have to google moar

  • where to start...

    • Rick_D
    • July 7, 2007 at 3:00 AM

    wtf hessi get in my maya thread! >:L

  • Insurgency Trailer Release & Website Launch

    • Rick_D
    • July 6, 2007 at 2:47 PM

    there's nothing to click :wink:

  • Insurgency Trailer Release & Website Launch

    • Rick_D
    • July 6, 2007 at 2:09 PM

    I can't play because the loading panel stays over the screen and either goes black/wireframe or checkerboard. I can see people joining/leaving the server but I can't quit or bring up the menu or anything.

  • Maya Unit/Grid setup :)

    • Rick_D
    • July 6, 2007 at 12:27 AM

    Does anybody know where to set up your grid sizes - I set it to feet a month or two ago and totally forgot where I need to go to change it - I want to set it to the default but it'd be nice to know where to go to change these things. I keep having to set the camera draw distance right up (anyone know how to set that up so it always stays at what I set it to?) each time I load maya up.

    Thanks in advance for your help 'core

  • A very sick family slaying

    • Rick_D
    • July 5, 2007 at 9:09 PM

    personally, i blame manhunt2

  • First Rock Band footage

    • Rick_D
    • July 5, 2007 at 3:58 PM

    This whole thing is just so cheesy, I never played any games like it so I can't say that with any authority, but by god you can't look at that video and not cringe.

  • CTF-Archanastre (UT2004)

    • Rick_D
    • July 4, 2007 at 4:42 PM

    nice map

    @ kt: http://www.mapcore.net/forums/viewtopic ... 434#160434

  • Noitu love

    • Rick_D
    • July 4, 2007 at 2:30 PM
    Quote from killertomato
  • First Rock Band footage

    • Rick_D
    • July 4, 2007 at 10:08 AM

    that's so insanely pathetic I don't even know where to begin

  • Fergie signs product placement deal to promote clothes shop

    • Rick_D
    • July 3, 2007 at 10:49 PM
    Quote from Minotauro

    She's such a whore. She's like a role model to most teenager girls these days.

    awesome

  • 3D modeler / Level Artist seeking Mod

    • Rick_D
    • July 3, 2007 at 8:47 PM

    ;0

  • MapCore Job Census

    • Rick_D
    • July 3, 2007 at 4:46 PM

    <3 yeah it seems that was the thing that got me in, that and some late night scrambling around trying to get some images together for the interview :x

  • 3D modeler / Level Artist seeking Mod

    • Rick_D
    • July 3, 2007 at 12:47 PM

    damn you skjalg >:L

    from a forum post:

    We have lots of stuff in game ready and working. I want more stuff.

    [Player Artists] Want to skin some players? Want to model some players?

    [Weapon Artists] Want to model some weapons? modern weaponry and old weaponry, your choice! maybe you just want to contribute some of your existing models to a game that'll be released, and see your models used time and time again?

    [Level Designers] Create realistic worlds in a modern setting, utilizing the theme of special forces against special forces; supported by a team of like minded, talented individuals providing prop models and textures where and when they are needed.

    [Environment Artists] Provide support and input to level designers and help bring the levels to life, get your work showcased in its best light.

    We have a full team of dedicated and friendly guys, supported by a close-knit testing team ready to QA your work and provide feedback. A great opportunity to create work for your portfolio with all the support you could want, an even better opportunity to showcase your work and get it used/played in/drooled over.

    email me: [email protected] for further information or if you have any questions.

    _________________

  • Insurgency Trailer Release & Website Launch

    • Rick_D
    • July 2, 2007 at 11:40 PM

    [Blocked Image: http://aycu11.webshots.com/image/19210/2005365235257400098_rs.jpg]

  • MapCore Job Census

    • Rick_D
    • July 2, 2007 at 11:08 PM

    and a lot of it from you ;D

    Pity I'm going to be using Maya lel

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