Everything related to http://resources.maxwellrender.com
#399231
I share your desire, Nasok. When I downloaded it, I did not get an STP version. But, I have an STP reader-converter, and am a Maya user. Perhaps if you could pass me the STP version, I might be able to export a better version of it for Maya and for UV mapping.

If not, I have some free time between projects at the end of this week. I might try re-creating the whole SIMBall in Maya. Would not be ablt to do this without your having posted the picture of the bad STP ball in Maya - so thank you very much for that!
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By Nasok
#399232
Hey man :) sure thing, I've attached the zip folder that I've downloaded from Thomas' website (The Man who initially created that simball geometry back in the days).
That folder has 3dm, stp and mxm files (along with some others like png for textures).
StandardMatScene 06-31.zip
If you could export it into something like FBX, obj, abc or ma (mb) - that'd be amazing. Maya 2018 can import sap - and you've seen the result. Maya 2019 - 2020 - on Mac can't import STP anymore as they eventually found out that it (importer) is not as stable as it should be.

I believe there is nothing too complex to just re-create that simball - but that whole idea was is to have the exact same scene (camera angle, lights, bg, env, etc), with everything being exactly the same - just fixed UVs.

And the more I dig onto that simball the more I like it - and it get's smarter once you start applying transparent and translucent (sss) materials to it .. as it has sss bars to visualise the depth and even (!!!) some bubbles :))
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By Nasok
#399241
Hey, TIL (with a little help from Laura) that we can simply import MXS into Maya. :lol:
I believe I was trying to import it previously but it was giving me the result of like a referenced object or so - which you can't really modify.
But if you simply CMD+I and import it like a regular FBX / OBJ / etc. -it actually works flawlessly.
Image

Sorry for the confusion :)
Cheers!
#399242
Ah!

OK, here are some additional versions. But these are not yet UV Mapped. And this guy is in triangles, so it will be a little bit difficult to map it.

The Maya and *.fbx versions are separated into their individual components.
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