You're generating UVs in world space when you do that only 2 components of the world space position vector are used, and by default that will be XY. if you put a component mask before it goes into the POM node you will be able to select which orientation it is working in. eg. choose GB rather than RG and it should tile in…
Here. It generates two UVs for the vertical parts. Projecting the textures from xz and yz planes (using rb and gb nodes) then it combines them using a mask (previewing the mask in the screenshot). Then, using a similar technique it blends a rubble texture projected vertically (from the xy plane) with the first setup.
SOLVED! I think I found the solution. I re-exported as OBJ and made sure to uncheck "Flip YZ-axis (Poser-like)". It worked for my sphere test. I'll try with my gun.
No, it's totally different. With View transform you move in three world axes at once. This is ok for tweaking organic shapes, but you can't be precise with it. Workplane automatically chooses one of XY, XZ and YZ planes, the one closest to screen space. Yes this can be achieved in blender with hotkeys or with…
KDR - Damn, I see a Gunmetal icon. The other team in my old studio at Rage Sheffield made that. Here we go. Dock is Yz, icons powered by AveDesk 1.2, calender is Rainlender with an aero skin, visual style is Longhorn Alternative (Dark).
Zbrush uses Y up. Typically I will use GoZ to bring models back and forth between the programs so I won't have to worry about orientation (the script "figures it out"). If you export your model out of Maya (or Max) without GoZ you'll need to make sure the "Flip YZ-axis (Poser-like)" checkbox is checked in the .OBJ export…
I have never used Blender but here is my ten cents... You can create hotkeys to each axis, planes and for all axis. Create custom runtime command in hotkey editor with one of the following command for each hotkey. Write only the command name and number. Then you can switch the axis or plane with hotkey and move with MMB.…
Cool trick! Lately, I've been trying to use things like that more often in my own work. Here's something that might be worth looking into; in Max you can create a gradient material and plug it into the diffuse slot. Then, you change its coordinates to Planar from XYZ and YZ (instead of default XY). You can have a lot of…
I've been trying to paint the skin waight on one side then mirror it on a symmetrical model. But after I mirror it, one of the collar bone gets the skin weight of both sides and the other side is completely blank. I'm not sure whether I'm the only one who's had this problem before. It's very weird. The model is at origin.…