This might be sketchy, but you can just try pulling out the values from the green channel of the normal map, and use that as a mask/multiply layer on top of the diffuse. Since the Y channel of the normal map stores the normal vectors that face up and down in uv space, you might end up with the effect of having a light…
It has taken way too long, but part 2 is finally uploaded... http://youtu.be/ZbaPXBCsW_8 Edit:// Damn, I began working on the HP and I just realized that I forgot to press record... Should I re-do the high-poly and make so to record it? Y/N? It won't be too much of a hassle for me, but is it something you would want to see?
i found a new tweak to resize, so if you know that the height of the character is 180 centimeters go at Zplugin :3d printing exporter : 2-change the size. set the unit you want ( mm) and if the height is Y axis enter 1800 mm and you can export visible/selected /all subtools as obj files. i loaded the mesh in 3Dsmax and the…
This is looking really good. i like, would be cool if you could do some more ligitng veritions, like dramatic lighting. I can Imagen him having strong red colours, don't ask y lol. also the big things haning off him are the some type of light saws. keep up the grate work. i really like this.
Thanx for the help guys! I haven't had a chance to check this yet but I'm pretty sure that my problem is that my mesh is really small and that's y ultimapper is going nuts. I'm sorry I'm just a huge normal map noob lol. So the geo aprox plus the tangents is how I control how the details r casted into the normals of the low…
To fix this you should use a aim object. in world up type, select Object UP. then create a locator and put its name in World up object. Then move this locator and the joint will aim correctly. But its easier to manually rotate the joint using the joint orient x, y or Z. At the picture, your joint seams to be rotate 45ishº…
Could it be that your meshes origin is not in the centre of the mesh itself? We just added panning to the meshes so try holding mmb and dragging in the 3d preview to see if your mesh appears. The only other option we have is in the prefs is where you can change between Z and Y for up. Let me know if you find out what the…
There is currently no link between NDO and DDO. They're separate programs and are designed to work independent of one another. :) You shouldn't need to flip normals unless your engine requires it, and even then that's only necessary before importing to the engine. If you're editing flipped normals, your best bet is to flip…
think I am narrowing this down, might well be this or similar model http://workingperson.com/smith-wesson-xspmct-6-composite-toe-men-s-boots.html?ci_src=27566706&ci_sku=10312422&SSAID=332695 actua;;y I think the boot you posted Amsterdam Hilton Hotel is the closest in terms of shape/details, so perhaps I will go with that…
Offset filter offsets the texture, doesn't tile the texure. I am referring to tiling a texture like 17 times in both X and Y axis. In otherwords, repeat the texture. This way, you can spot certain details, that immediately give the tiling a repeated look. Texture frank would have been cool for this as tiling the texture…