There are a bunch of theories on how to transform the planet. I've seen it suggested that it just needs the atmosphere restored, and would be possible by releasing massive amounts of carbon dioxide. It depends on how active the core may still be (if at all).
We don't have a "Transform" tool like in Photoshop in Substance Painter, but you can however use a fill layer to add a bitmap and translate, scale and rotate it which should cover most of your needs.
I would have thought inverted normals too, but OP states Maya and that the transforms are frozen and history deleted; which I believe is the same as resetting xform in Max. And I second baking in SP. :smiley:
I have never done scattered debris before, my inclination says they are just textures with alphas, but then again I'm wondering if they are vertex painted or just placed around via transform tools. thanks for the input :)
From the look of your artifacts (it seems like a position mismatch), I would suggest to check that you did a delete history and reset transform on all your meshes before exporting them from Maya.
I'm currently working on a base mesh for a game project. A soldier model that can stand on it's own but can easily be transformed into other archetypes with secondary assets. Only some sketches and a zbrush sculpt to show at the moment.
Thanks for the tips Neo and Gamedev, I'll try some options out and see how it goes. I'm planning on riggin this so that the wings actually spread out, sorta transformation from normal schoolbus to a plane.
are you exporting with smooth on obj settings? Before exporting, u might did some mistake inside Maya, try unlocking all normals and redoing it and export again deleting all freeze transformations and history.
what you want is probably 0,0,1 transformed to world coordinates? or you could use the dot product of the Z and X (or Y) worldposition coordinates I can't remember there being a specific world up vector.
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…