N N N N N N N N N N NECROOOOO THREEEEAD!!!!! This script is a lot faster BUT, the normal output is wrong, it seems like they're coming out swizzled or something. Top left to bottom right: source object > source object normals target object normals > target object after stealing from source object.
I can't seem to find a way to do this. I want to bring in quad mesh in, do some minor sculpting on it, and export as the same topology with the same UV's. I can import a mesh with quads and UV's as a paint object, but to get a paint object to sculpt room or too retopo room and then to sculpt room it always seems to get…
Hello, this is my first post to polycount. I am having difficulties with launching NDO and DDO. So far I have two crash report dumps, both are different: --------------------------- Crash --------------------------- The SUITE has crashed. Restarting. Error message: System.Xml.XmlException: Root element is missing. at…
to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement