that method isn't mathematically correct btw, you need to actually transform the perturbing normal into the coordinate space of each pixel/base normal. then do the addition. * drag and drop normal map merger which uses the "correct" maths NormalMapMerger.zip Uploaded Jan 11, 202369.66 KB not full tested yet but I sure…
Hi, Noren! I read what you wrote here: https://forums.autodesk.com/t5/3ds-max-ideas/make-slate-view-tabs-material-tree-layouts-transferable-between/idi-p/13684369 Could you send me a sample .max(saved to the lowest 3ds Max version you can) file with a few materials (no need for textures) set up the way you organize them?…
You can bake the original meshes to a combined mesh with rearanged UV's in maya pretty easily. Simply load in your colour textures and what not in a material to the original mesh. And do a transfer maps. Should be able to do this in any app that lets your transfer maps/bake textures from a source to a different target.…
Aaaah! in this case have a look at Transfer Attributes, you can surely check if your able to transfer the UV sets, if this doesn't work i may be wrong but there is a script called Poly UV Transfer at creative crash, im pretty sure this should help you out. Link: http://www.creativecrash.com/maya/script/multiple-uv-transfer
Hello! Not sure if this is a bug, or user error. Bit of a noob, but I've encountered an issue I've never come accross before. Trying to search for this issue didn't yield anything useful yet. I'm trying to bake my model and everything is working as it should be except for the pants. The high res is mirrored for some reason…
Game Ready Asset- Transformed found concept art into a hero prop. It was really fun to sculpt the details into the sword blade and pommel! Definitely learned a lot from this one,I've made a lot of mental notes of what to do differently in the future. It also inspired me to work on a more stylized book prop, and experiment…
If I remember correctly only a height/displacement map will allow you to transfer the sculpted information in zbrush. Maya has a map transfer fuction and it's pretty good, I use it all the time to transfer maps when Uvs change for exemple. I wouldnt use baked data for a new high poly , imo by the time you have every thing…
Ok so I managed to successfully replicate a similar re-occuring issue. On the off chance did you use duplicates of the default scene cube for your models? It's probably irrelevant but it's strange to me why this is happening to just that mesh and I don't know what's causing it. https://youtu.be/1BsqteGY0l0 In this the…
This isn't going to be just a material solution. Its a combination of material and the hit detection portion of the game. Using UDK as a base look in the "takeDamage" function of the actor class. Included in that is a vector for hit location. So for your player class using this material you're creating you can have a hook…