Yep - that's the benefit. Scale and sightlines are the biggest problem when you're working in maya/max - you just can't get a decent representation of what it's like to move around like the player does. The tool is all doable in blueprints and fairly simple python for the maya half (you're just dumping transforms for…
zbrush is a bit of a dick in my experience. as a result I always set the meshes up (i.e zero their transforms, line them up, fix normals etc) in max / maya / whatever before exporting again to bake in painter.
Hello, Another bug report with 2.2.0. I've serious slowdown when creating Shapes in ndo (i think you already aware about that bug). And the same serious slowdown AND crash of Photoshop and Suite when attempt to transform Text within ddo.
Hi everyone, I have made some custom material nodes that are 2048 and when I bring them into another node that is 1024 they do not scale down. I have set them to parent and tried to transform them. Is there a clean way of scaling down a node? thanks. :)
If you look at Item channels list there is PreRotation transform applied with -90° on X axis. I'm not sure why it even imports (maybe different xyz axis orientation on MAX?) but it breaks baking. Setting it to 0 will fix everything.
its proably something to do with weird transforms - CAT was that bad in the early days of 2012 that i completely stopped using it. you should be able to fix it by simply disabling/enabling always deform in skin when in the bind pose
I would suggest to check that : - You don't have any remaining transformation on your mesh before exporting - That the HP and LP scale match - That the LP and HP overlap properly - Flatten down your turbosmooth before exporting
I was interested in trying it at first, but I won't touch Origin, lest it infect my soul and transform me into some unholy abomination. Plus, no way at this point could I NOT play with alchemy. In fact, I want more of it.
Note that in ZBrush you can constrain brushes to a single axis via Transform > Modifiers if you want to sculpt only in the up axis for heightmaps. Though it doesn't matter a great deal if you have a little overhang by not doing this.
If you work modular create prefabs first then duplicate them in scene.. Sign that you working with prefab is that part name in hierarchy is in blue. That way you only store one copy of mesh and rest of data is just transforms...