Just released another donation update zPipeMakerV1.8. I am so close to Version 2.0 I can taste it! Just a couple more additions/fixes and it will be ready to go! SO here is the update notes for V1.8 1. Converted Twist, Curve Optimization, Curve Update, Length, and Scale all over to expression based logic 2. Removed Auto…
Hello. I tried to look for problem I encountered and was surprised no one mentioned it before (or I am blind). I am working in 3DSMax and some presets were working weird for me. I baked my maps with XYZ+. I have experience with nDO2 so there was no problem as far as tangent normal map goes, however object space nornmal map…
Thanks a lot for sharing this - definitely useful. I'm pretty new to UnrealScript, but I gave this one a shot. The trick was to create a MaterialInstance in the UDK editor first, then reference it in UnrealScript. I also tried putting it in a Pawn class other than the player, and that works, too. The only catch is that you…
Day 76/360 of my art challenge: I explored the Coordinate system in Blender. Blender uses a right-angled “Cartesian” coordinate system with the Z axis pointing upwards. The Cartesian coordinate system defines the position and orientation of any object in 3D space using three numbers: x, y, and z. The X-axis indicates…
Okay haters gonna hate, but ill say it anyways : for pure sculpting, Mud is just better anyways. Perspective in Zbrush is weird (even in persp mode) and the overall shape perception is confusing. You'll often notice Zbrush users working very close to the surface of their mesh instead of getting a clear view of the whole…
For your specific question about the light blue cone, notice that its a combination of 2 rotations. Assuming a typical right handed coord system with z up, you'll want rotation of 60 degrees from the yellow cone about y, which puts it into the same plane and space as one of the upper darker blue cones, then you need to…
for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
Well, it is just not Z. It just doesn't play nice. And there are lots of other z-fans who think the same . This mod isn't going to be Z3, but Z-3d, big difference .
@gnoop for sure! I've found the same, leverage procedural stuff for quick results but polish there is brutal, it's just so much easier to finalize in ZBrush. I'm usually sending things back and forth. I really enjoy starting tileables with sculpted heighmask chunks from zbrush. Then I'll usually have to paint stuff out.…
Packing or channel packing. Swizzle is the ability to change a normal maps XYZ to be in a different order/orientation, i.e. X+Y+Z+ to X+Y-Z+ or Z+Y-X- etc.