I'm trying to find if there's a way to view animation curves with as an offset from some reference frame's value (probably frame 0 would be fine) so that I can see X, Y Z movements of an object together at a reasonable scale. Currently the tracks have values in parent-space, which is fine, but they're absolute values. So…
Hey Polycount, Bit of a silly question here, using max 2011 I have this green box and a blue edge: http://gyazo.com/73eec990b698079d1cec9e00e83628f9.png I've got my snap tools set to 3D > Edge/Segment and I have use Axis Constraints ticked. I want to drag that selected vert along the Y axis and have it snap to the blue…
Gracias Pshyco! La verdad es que sigo practicando cada dia, el hand painted style para texturas requiere mucho tiempo de piyarle el truco realmente jaja. No dejes de trabajar todos los dias y le iras cogiendo practica, un saludo y me alegro de que te guste!! Thank you Pshyco! The truth is I am still training everyday to be…
That's looking awesome! The Y cracks still seem a little weird, maybe try making them just a single crack and see if it looks better. I've started avoiding Y cracks in some cases in my own work because they are pretty distinctive. I think baking in a little more lighting info would push it a little more towards the…
I think there;s a few mistake here and there... 1-Grp_AimNeck_F expression was targetting the head Z axis instead of Y 2- samething with Grp_AimNeck_B note:You changed your axisorder on both ctrl to be YZX so dont forget to be carefull when picking them in the expression selector 3: now I'm not sure about this one I think…
Hey Dan, I take it you're exporting the cage with your low-poly using the plugin right? Have you checked it in the 3D previewer to make sure that the cage is correct once in xNormal? Also, I don't remember what the default XYZ of the normal maps are in xNormal/Xoliul shader, but in xNormal you have the option to define…
Actually I might be one of these people. I bake normalmaps in max without any plugins. I bake in 3dsmax and would change the channelorientation (y+ / y- and so forth) to the target Engine. Then i bake it down as a tangent space normalmap. I don't see where you need any extra tools for that? Always work's fine for me. For…
BC5 is using the same memory footprint, just a different method for compression which instead of spreading the precision of the data representation across 4 channels, the algorithm focuses precision on just the X and Y resulting in higher quality representation of typical tangent normals data. In short, less data sets…
I'm slightly confused but if you want a position map that runs -1 to 1 it's dead simple Make sure you're using a floating point bit depth for your graph and in your pixel processor just run each channel through a range [-1,1] node or do (y*2)-1 It'll tend to increase the contrast of the map as you'll be adding a load of…