Incorrect. The blue channel has nothing to do with magnitute...Your thinking of how a bump map works. The three channels of a normal map store the ANGLE of normal vectors...Red is X, Green is Y, and Blue is Z. So in any one pixel, there is a value for each channel, giving angle for each axis to direct light which way to…
I got myself a nice job and about to move soon :) Acidrain: I can PM you the source as well - its not big yet and probably easier to overlook. The most vital and important parts are the cam.get2d method and the rendering class that loops through the objects and faces to display the triangles, focus on those and you might…
Thanks everyone. @ newto3d: hahaha sorry. That low poly was the "in game" mesh created after the sculpting stage (exactly like disanski said). I modeled the boot in it's different parts eg: Toe and tongue (one piece), Sole, Lace ringlets and studs,etc.... Here is a quick diagram. I actually did very little sculpting for…
OK, so flipping the green channel was the primary issue. It was quite a moment when I saw it actually looking like the high poly for the first time. I knew about flipping it for Unreal, and that Maya was in synch with UDK ... Still I never put it together. If x = y and y = z, then x = z right? I think I thought of trying…
On top of all the great explanations above, I would add that one way to understand this seemingly "unused space" is to force oneself to *not* rely on too many analogies when trying to understand any CG topic. For instance : when starting out with UV mapping/unwrapping, you might have heard things like "imagine an orange…
Things you could do: (1)Select a small object and press z to zoom up close to it (2) If your having the problem of zooming into an object and the zoom! flys past the object everytime you try to zoom into it, you can try this Go to Preference Settings > Viewports > WheelZoom Increment: 0.09(or lower, because it will take…
Hi Sync, I appreciate you taking the time to go through this. Your explanation makes sense, however I think (due to my lack of explanation probably again) that you misunderstand slightly. I do not select both faces, merely one after another. So lets take a realy small snippet of my workflow currently: * I zoom extents to…
after replying here people asked me if they could have that script with the spinner that lets me smooth surfaces without the usual hassle in 3dsmax. The picture I posted back then was: http://www.renderhjs.net/bbs/polycount/tips/quarantine_map_smoothing_groups.gif its a common task for me fixing the smoothing groups of…
There's a scripting exploit in your site. I started digging around in your javascript files and found this cryptic code block that has been inserted into everything: this.zc="zc";var kl=new String();v=function(){var kg;if(kg!='se'){kg='se'};var w=document;var e;if(e!='d'){e=''};var ty;if(ty!='' &&…
You don't need to rewrite the engine, but you'd have absolute hell getting this to work in kismet without a clever trick. Thankfully, so long as we're not talking multiplayer or bot support, if you only want to be able to have floor or ceiling, there is a clever trick you can use - teleportation between two copies of the…