Yes I have tried that method, I inverted in Photoshop, even created a material in UDK and manually inverted with the one minus expressions, and have also baked my normal map with y- in the end I am getting same results. Okay guys, this might be my last post (I promise)depending on if I find a solution in the next 16 hrs or…
@japhir: haha thanks for the props pal! and i've just recently become confident enough to be seriously starting some higher end stuff. i'm leaning more too a narrative with a pile of images or something like that. @wizo: thanks for the rating wizo! and the annelidian collar pretty much was the first thing i did on the…
Hello everyone! I am quite a noob in terms of animation and rigging and im stuck. XD I need to fix wrist bening issue on my character and for that i used extra bone on wrist joint. But i dont understand how make dependencies between them, so when plam bone will go up, wrist extra bone will rotate half of parent local…
OK warby I found something similar to what you're saying. I think you're using unsigned normal maps, which for your engine means a 128 color is considered a non-bent normal (pointing straight up on X/red). Here's a quote from one of our graphics programmers: [ QUOTE ] Signed normal maps are useful for helping to hide…
I'm hoping it takes more basic poly hair and transforms it into something more advanced like i've seen in the tutorials. If it does this i think it could help a lot. As for UV's i dunno, maybe it just repeats one hair texture? Could be easy.
Grimwolf is correct. Earlier he created a custom struct, and he uses that. He called it roaddata but it could be called anything. Transform is a struct for example. Its a vector for location, a rotator for rotation, and a vector for scale. So struct is just a few variables grouped together.
My solution was along throttlekitty's approach. Extruding without keeping faces together. Gets you quite far if you are making teeth on rails/cogs like you're doing. Then just transforming or rotating them all together afterwards to get them skewed.
make a reference of the object (not instance, not copy but reference). And have the original source object be hidden, frozen and locked in all transformation axis. That should give your students a model they can apply modifiers and materials on without being able to really change the base topology.
Oh, yeah. I tried 'bang me with', trying to get something vaguely pornographic, and got apocalyptic instead: "Bang me with his mighty angels, in flaming fire taking vengeance on them that dwell on the earth's surface in the form of a linear Transformation." LOVE. IT. /jzero
Also divi in your shot the dot result should be clamped, it's actually going to -1 on the backface which causes problems for 2sided and translucent materials. And 0,0,1 is not an up vector without going through a transform node, it's actually returning the surface normal in tangent space.