You won't be able to bake down the normals per se via the dx shader, but you can use the vertex shader to transform the output to UV space in the viewport. After which you can use gw.setPos 0 0 2048 2048 (2k x 2k, for example); img = gw.getViewportDib(); img.filename = bmpPath + bmpFilename + ".bmp"; save img;
I messed around with the lighting for a bit, whatcha think? I'm not quite done yet but I think it's a little better. I at least fixed the problem with the puddle's reflection (grr vector transforms). Edit: looking at it again, when I turn on the emissive lighting from the fixtures, the light they cast creates shadows on…
Love the work awesome as always, brain is just spa-zing out by the year date labeled as 2012. [insert Jackie Chang img here] Think you should have quaded out the ends of the sphere on the lens/scope its really noticeable up-close like that. :) still looking forward to viewing that transformer when it is all done.
You can technically do this without bones by having each movable part as an individual child under a parent portion of the building (such as the foundation); but it probably depends on which engine you're going into. I know Unity recognizes basic transformation keyframes if they are exported with your model but if you want…
Calypso transformed into crabs and crawl down into the sea. Then Devijones looked up to the sky, see the clouds and said Calypso... ? So she suddenly got up above everyone. I think it was fun and exciting. I like the part when the 2 ships fight in the whirlpool. The story doesn't make any sense so I'll try not to think…
Glad to be of help. Since where on about the bevel tool in XSI, another neat trick is to 'freeze all the transforms' on the mesh before you perform the bevel then you get equal rounding like on a cube, on stuff like rectangles and other meshes that are not always equilateral in edge length. Don't think you can do this in…
Maya Users: Copy your mesh and make your changes. Delete history and freeze transforms. Skin the mesh with default crappy skin and copy the weights from the old mesh. Test the deformation, if all is good, delete the old mesh. 3dsmax Users: You do the same thing except you apply skinwrap and convert to skin instead of…
you can still straighten the UV even if it has holes in it. I am not familiar with the program you are using there. In maya I would grab the border UV's, align them straight, pin them, and then optimize the mesh until it's all even. You could even do it manually by hand using soft select and transform tools, if you had to.
you've got to set it to uvs. Also it needs to be separate objects. Be sure to read the documentation. Also, an alternate method that may be feasible since it looks like the same mesh with the same scale would be to shoot a camera projection, then uv toolkit > transform > get - set to make them all the same size shells,…
Yeah deleted history, froze transformations. I managed to fix this specific issue by letting it bug, then redrawing new lines in where I wanted them and repeating the operation. This fixed it, but its not a fix overall as this isn't the first time Maya has done this to me, and its not always something noticeable when it…