I have a problem with ZBrush flipping the y and z-axis. This is not the same as the XY flip export option from 3dsmax (obj or FBX) to ZBrush. I have xy flip enabled. But I believe that one changed x to y or the reverse. Here the x and y are inverted/mirrored. So if I export with xy flip on from 3dsmax to Zbrush and then…
As I was trying to familiarize myself with the tools (following some tutorial from the zbrush website) i accidentally pressed some combination of keys and suddenly my screen was filled with this gray colour, clipping the model on the xy plane. Your browser does not support HTML5 video! https://i.imgur.com/aCyPfjl.gifv is…
So far I find it best for doing various edge masks just on top of a final normal map . Tried to make it work in Painter but as always it's weird and never same , works only on square textures i.e a dead end. Want to recreate it for Blender shader editor. I see it sort of shift iteratively in x and y positive and negative…
Have you try XY or OmegaRuby alpha sapphire ? Because Diamond/plat/perl/white/black were meh, I didn't even play Black and white. but the XY and ORAS are really amazing ! they had so much stuff, XY made a lot of people start playing pokemon again after many years.
Thanks pior it's a good plan indeed. Just not very much related to the specific question I am asking : if anyone have experience with a cheap, all manual prime lenses and whether they give an essential resolution boost in resulting mesh on 24mp cameras . Simple like that . No XY something. I just hoped folks here might…
Sorry for the lack of proper Object updates , I'm currently working on the Master Materials for my Prop Materials and Blend Materials. I'm trying to add as much as possible ^^ For my Prop Master Material I have this so far: - Option for Diffusemap or Solidcolor - Tinting my diffusemap option - Desaturate diffusemap option…
You're generating UVs in world space when you do that only 2 components of the world space position vector are used, and by default that will be XY. if you put a component mask before it goes into the POM node you will be able to select which orientation it is working in. eg. choose GB rather than RG and it should tile in…
Maya and Lightwave use XZ as the ground plane and Y as up. Max uses XY as the ground plane and Z as up because Max came from 3D studio, which came from Autocad, which is an architectural package and it draws building plans on the ground on the xy plane.
@neilberard That's expected behavior. Lightmapped UV's are atlased to a lightmap texture. Only UV offset and scale are used for atlasing. (Tiling XY and Offset XY). I'm pretty sure Unity 4 works the same way. My advice is to hold off upgrading as long as possible. I miss the old Unity 4 days.
@ uberphoenix: You can place one object anywhere in your scene, duplicate it, select the next mesh in the content browser and then replace one of the objects in your scene by right-clicking it and selecting "Add Static Mesh: xy" (xy is the name of the object you selected in the concent browser). I hope this is what you…