if you need them to follow the black lines just do it in zbrush. loads of tedious manual work, but it's probably faster than anything else. you should be able to mirror it in all 3 axis, which makes it probably not all that tedious after all.
It could be that the uvs are flipped vertically. You have two choices: 1) Flip or scale the uvs by -1 on the v-axis. 2) Flip the texture vertically in photoshop or in the bitmap coordinates in max.
The Landscape 'Clay Brush' and 'Foliage scale axis locking' are nice additions :) It was so annoying how rough the landscapes looked after painting, meaning that the Smooth brush was a necessity rather than a choice.
@Brian It offers both I believe; my current project is using a monochrome position map anyway. Check the "Position" tab under the "Bake Textures" dialogue, there's an option for Mode; One Axis or All Axis. I'm guessing that All Axis is what generates a coloured map. That modo method is interesting, I might have to try that…
I would rather just bake a straight version of it that tiles on the long axis and do offsetting for the animations and all that. Also get a few more polys on the lowpoly and have it match more closely the original highpoly!
I am not really sure exactly what you mean, but the mirror geometry tool will make one mesh when you use it. The merge option in the mirror geometry tool will the merge the verts after the mesh is mirrored. If you have a group of objects and you want to mirror them on the other side it is easier to group them together, and…
Thank you for the feedback. I get what you're saying about the frame around the ball being completely made of solid metal not being as "realistic" or logical. That union between the driver and the ball section in 4 and 5 was an idea to have a type of gear axel that would turn the angle of the cockpit as the vehicle was…
That chesterfield is far too boxy/sharp. Chesterfields are bulbous leathery things. I also don't get why your lowpoly isn't following the pattern more, such as this: Or the inverse, with the recesses/buttons being the center of the diamonds. Either way you'll get something that follows the pattern of the materials more.…
Select vertices, Edit Mesh>Detach Component, Mesh>Separate. Select objects, change Move Axis to Normal(Move Tool Settings), use the N axis handle to move/explode the now separated faces.
@billymcguffin curvature maps - It's on the feature roadmap. I'm doing some reading on the various techniques. I'll see if I can add it shortly. @Axi5 Just wrapped adding exr support, i'm working on adding an option for displacement maps. I had height maps already, but I'll do auto normalization for displacement maps.