Recently at work I’ve had a need for projecting images onto 3D models and baking the textures down for use in Unity. This led me to try a few different techniques for baking texture projections. I tried Maya’s native projection, Renderman and finally Nuke, which by far was the easiest and fastest of the three. Especially since we often needed to adjust the textures and re-project them.
It is sometimes desireable to use stepped keys or tangents, to achieve a stop-motion quality in your animation. If you are unsure what I’m referring to, it is the style of animation seen in games like Harold Halibut or Armikrog.
Any graphics element like UI, sprites, meshes etc. that uses textures with transparency, can potentially suffer from white edges around transparent areas.
Making custom scripts easily accessible can be a big time saver and necessary when optimising your pipeline. This tutorial will explain how you can setup custom menus in Nuke, that will execute your own Python scripts.
Environment variables in Nuke can be very useful for working on projects where files are not necessarily saved in identical locations. But how do you make them available every time you start your Mac?
Hammered gold, or a “hammered” look in general can be a very charming and desireable look, as it gives a feel of something handmade and naturally worn. It is also applicable to give objects an antique look.
Though this article is based on RenderMan 21.5 for Maya, it should be easily modified for any application using RenderMan.
Moving the player using the input from a keyboard of joystick is easy, though as soon as you start moving in a diagonal direction either using thumb sticks or pressing down two keys at once, you may notice the player will move faster compared to walking forward of sideways. Mapping to a circle can solve this issue.