I went and read Rorshach's post, and found that arshlevon nailed it... the graphics card has nothing to do with how 3ds Max generates normal maps. The card however does matter when rendering them in realtime (in a Max viewport, in a game, in a previewing tool, etc.). ATI cards expect the green channel to point the normal…
-in 3ds max.. -i use free camera - orthographic projection. -and start with a diagonal camera with a 45 degree angle x and z in the absolute:world rotate tool. -i set my render output as 64x64 and enabled safe frame. -then i adjust the FOV and adjust both the x and y coords of my camera instead of dragging the camera with…
Hi so basically am trying to make assets by creating base meshes in Maya and then using z brush to detail them, especially organic shaped models. I have been hitting the stage of wanting to create a low poly, either using mud-box, mesh-lab or using quad draw, but since I created the base mesh as separate objects and just…
If I wanted to generate a spaghetti like weave, but with the individual models moving in random directions in x, y and z how might I go about that? I feel like modeling it might take too long so I was thinking a procedural or coded approach might work best. I'm looking to generate thin, tube like structures with possibly…
@ njc6425: no problem My process for this has been pretty scattered to be honest. I took a look at what I wanted to create and for me hard surface models are really hard to create in Z Brush. Also I am fairly good at sculpting but I am much better at bump maps and photoshop tbh. Thats exactly what I did. I spent a day or…
Thanks for the suggestion :) UDK seems to ignore RGBA .raw files. It can be because I am exporting from Photoshop 6(not CS6) though. I tried the two-texture thing and it seems to be working. Here's what I did: In xNormal(tangent option is off): - Render one direction map with X+, Z+, Y+ - Render another direction map with…
Thanks alot vig, always helpful reading your feedback :) That 3d snap thing didnt really do it for me. Cant figure out why though. If youre in maya, you simply hold down "V" and pull all the selected verts lets say in the Y axis (which is the Z axis in max, right?). They all align with very nice where you want them. If I…
I used Xnormal, one of the first times I used it so maybe I made a beginner mistake somewhere... In Maya I mirrored the mesh, then merged the vertices and triangulated it for Xnormal. This is what the Normal Maps look like with the channels flipped (btw, their all +Z, the -Z is just a mistake :P ) At first I thought that…
[ QUOTE ] [ QUOTE ] [ QUOTE ] Also whats up with the annoying mac-jeohvah-witness preaching in this thread ? [/ QUOTE ] There are three types of OS people: 1) the Mac zealots, who really care about their platform. 2) the *nix zealots, who really care about their platform. 3) the rest of us, who really just don't give a…
Hi Mate Have alook here for the bus info - http://www.wymetro.com/BusTravel/BusTimetables/ I do know that buses to Ossett are regular, either every 10 or 20 minutes. Use Google to search for local amenities like supermarkets - http://maps.google.co.uk/maps?f=q&hl...p;z=11&om=0 and of course other places like Gym's etc. No…