Hello, again advancing in this project caballero doberman, learning anatomy y proporciones humanas y animales. Here my last advance, I am always open or feedback
Vailias, that's sexy :D max(x, y) means take the larger value of the two. In the case of max(0, y), it's basically keeping the expression to a minimum of 0 (ie, not negative).
Typically, an envioronment map is a set of 6 textures derived from the axis of your scene (+x, -x, +y, -y etc). engines or shaders use it as a lookup for reflection/refraction.
Hi SlyRipper, The turret doesn't work with a simple look at command since it needs two joints to orient itself. In order to aim it needs to rotate around two diffent constrained pivots. Y for the base, and local X + Y for the head.
Or just make sure that your normals are baked with a -y in xNormal. If you bake your normal in Max you're fine. If you already baked your map in xNormal with a +y in the normal, just invert your green channel in photoshop.
Hey, thanks for the pic haiddasalami! Actually I think I figured it out a different way. I just had to put a constant in the time node. Speed X and Speed Y pretty much change into Position X and Position Y.
The Green Channel on your normal map my be inverted, from Y- to Y+ or vice versa. i would work more with the high poly model, right now it looks undone. thats why your normal maps looks flat.
Polybend, you solved my problem! It was the constraints that was the issue. I had x,y,z constraints selected instead of just y and z, so the angle of my plane was going every direction. Now it easily snapped perpendicular to the edge.
I baked the OS with -y ( for Max; Cryengine) in Xnormal. I flipped it in PS to +y, and it works now. Mesh axises weren't the issue. Didn't know, that a flipped channel with OS NM causes problems due to tangent nm conversion. THX