Thanks! that solved it. Since we are talking about the SRGB option. I have another question. I turned on sRGB on the normal map and it ruined it. The seams appeared. I tried Flipping the XYZ, turned off scale & bias, turned on object space. its still off. Can you guys explain that to me. What is the solution or should I…
You can mirror a mesh a couple ways. If you delete history and freeze transformations you can duplicate it and scale it negative 1. The mesh will be mirrored over the transform point on your mesh, which can be moved with the insert key. Sometimes this can flip the normals when you freeze transformations of the new mesh.…
This is where I'm am at the moment. I started learning it during some down time between projects so that the next time there would be less manual repetitive drudge work. And soon after I started one of the animators in the studio ask me if I could make a simple maxscript to help him. The script itself is pretty simple, it…
i think mark dygert has made a script to do this, as well as moveing assets to xyz 0, 0, 0 before export too. Kinda like the various maya scripts to do the same thign
ok, so here's the basic data you have easy access to in a 3d app. You can also check all this by loading an obj file in a text editor. Vertex/Edge/Face ID: an index number assigned to each component. Vertex location: A XYZ value that defines each points location in space. Faces are constructed by listing the vertex IDs…
DeusExMatteo - Wow thanks I'm honored! I checked out some of Magnus Fallgren's works - really cool and atypical, inspiring! I hope I can do him justice! fast1 - thanks for stopping by! Here are some shots of what I was able to finish by midterm, weighing in at 2006 Tris with 1024 Diffuse/Normal/Spec. These are 3 (slightly)…
Yea it was more slanted toward PuppetShop and ShaderFX was caught in the cross fire. I watched the first 2 ShaderFX videos and had it down. It was annoying but it was a lot easier to get the general idea of how ShaderFX was designed to work in less time. PuppetShop is quite different. There are menus hidden inside of menus…
Not strictly "Art of.... X" books, but books about art which I've found the most useful and inspiring. To be honest I'd recommend not actually looking at "Art of XYZ Game" books, and actually go back to the roots of architecture and industrial design and comics etc Universal Principles of Design - I would wholeheartedly…
Press 1 in the w field on the bottom you'll see inputs for u v and w it looks similar to the inputs above the animation timeline where you can input numbers for xyz for the move, rotate and scale, except the uvw inputs are in the unwrap modifier. I did that and it worked for me for any kind of bake in rtt. Alex