the RGB channels correspond to XYZ in 3d space. 128,128,255 blue will basically inherit the normal direction from the model; while changing R and G values will shift the default normal direction left/right or up/down. There are disadvantages associated with hand painting the normal map for sure, but it's not absolutely…
Same here! While I was working as product designer, I used to model with Rhinoceros always in perspective with about 50mm lens and the standard XYZ planes. When had to work with mechanical engineer using Pro-E which is ALWAYS set as orthographic by default, I couldn't help but see a cube in viewport "getting wider" on the…
Hi guys, Diogo here: What I was suggesting more specifically was a universal Object Space to Tangent Space converter tool. It would accept the mesh (xyz + uv), a normal map in OS and custom (scriptable, or imported) tangent basis (with a few presets). The output would be a TS normal map in whatever basis your pipeline…
you can do both using the dispmap from zbrush and combine them in the shader with the hand painted one from mari... or combine them in the sculpting app... higend stuff is done with three diffrent maps... sculpted dispmap + painted + noise renderman and redshift does have nodes to combine dispmaps...…
Microsoft marketing didn't like the xbox2 going up against the PS3, so it was given the name xbox360. Apparently their little ruse to fool people into thinking they've been around just as long, worked? For me personally it's always a few select titles that get me to buy the system, not how big the library of launch titles…
MAke a controller for the bone(just a dummy object for example and Link the bone to this controller.) make another controller, position it at 0,0,0. Now Alt+Right click on the first controller and click on Freeze Transformation.Do the same for the other controller. Now right click on one of the controllers click "Wire…
You can bake position maps in Modo. I used two methods: 1) Create 3 UV maps, planar projection in XYZ accordingly, assign material with gradients where input parameter set to Texure U/V. 2) Create assembly with material where you need to input XYZ dimensions of model. Both methods a bit convoluted, i would like to have…
It would be a good idea to include the image or a direct link to the concept so we can compare and give you better feedback. :) I dug it up http://1.bp.blogspot.com/-za9s6GPzOZU/Ui8q9mOsHMI/AAAAAAAABlY/Xy12i0zrd6Y/s1600/witch's-room.jpg It looks like you're off to a really good start, pretty accurate proportions. It's hard…
Also have to figure that most of the paper tigers online that say they'll never buy XYZ again as long as they live, turn around and buy it anyway. "RAWR I'm online and I have a big VOICE!" Damn you Bobby Kotick... your... nom nom brownies nom... nom... are good... I nom hate you...