would indeed be nice but only if done as point cache type animation, in a simple format that you can export from anywhere. none of this 'run our special exporter, only compatible with xyz 2016 SP4' and then try and figure out why scales are wrong and your vertex weights are interpreted differently - if the rig even makes…
Next likeness practice I made. This time I decided to try Ryan Gosling. Head and hair sculpted in zbrush. I later rendered this in zbrush to few passes and combined all in photoshop. I am happy as it seems that every next practice goes easier and at least for me produces better result :) Artstation…
You have to take into consideration the 'XYZ' orientation of the 3D app your using as it is possible to render normalmaps that have sligtly different orientations. It's not really something to overly worry about as it's easy to 'fix' in photoshop by flipping the channels around. What you shouldn't do with mix and matching…
+1! i think cyrid might be onto the problem you are experiencing with navigation. make sure xyz is selected. turn off the floor option while in persp view. feels like blender navigation to me when i have floor enabled, and yes, it is awkward-ish. also make sure your tool is centered on the canvas by hitting "F".
Hey Drew, cheers for the snippet, it looks good on my end (just had to change a few things around to compensate for Max :P ) Looking back on the documents and Source shader, it seems like there is some extra magic going on? Here is what I mean: Just to be clear, you code worked perfectly fine with the Fresnel Warping…
hmm.. yeah odd. It still sounds like a gimbal issue, since if the order is xyz, then regardless of the prior x rotations the z will always be in global space, just the nature of how rotation matrices stack. I was likely silly in expecting that to be fixable in kismet, as rotating would be a lower level engine thing.
a normal map stores normal vectors. each RGB channel in your image stores one of the vector's components (xyz). Some shaders like that the vectors being constructed of these values have the length 1. However if you just paint a normal map by hand, there's no way for you to tell how long the vector which a certain pixer…
Not if the caps are turned off. I've found a solution to this problem(I think??), since I'm still learning Maya and modeling in general I'm pretty sure there are faster and more efficient ways to this, but here's mine: Can't provide infographic 1) Do the bevel claydough provided. 2) Point snap it in the Y to the cap bevel.…
Thank you very much, Mark. The issues have been completely resolved: I am able to move the camera freely (Position XYZ set active), and I got the integer time display back up (Frames vs Frames:Ticks). - BR