it's a nice gadget if you are going to use it a lot... (but for what?) if not, it's a totally waste of money. I see it like another useless expensive gadget to show others how cool we are. ~16 gb ipad wifi = 380 euro... quite expensive ehem, i would pay that for the 64 gb version... I was using the other day an ipad at…
The utility hits those two buttons for you and it applies a modifier and screws with the pivot, two things I don't like. If it works for you, great. I just think it's over kill and causes a few unnecessary steps, like having to collapse the stack or realign the pivot. Slightly longer answer: Each object has a transform…
Maya's hardware viewport is good enough of a normal map preview (just set the texture resolution right in viewport settings) - it is recommended that you just import the mesh into whatever engine you're working in, though. (remember to flip the Y axis/green in engines that need it) That normalmap artifact on the seam might…
Another quick update. I started making a new material that has vertex blending features I can spin off and use on most of the structural environment pieces. I only have the chipped away part of the VB material but I plan on putting in cracks and grunge. The current images show a heavy handed usage of the blending. I also…
I need some help here. How would I properly increment for each vertex? this script sets the same value for the entire selection.global proc tkColorToNorm () { string $verts[] = `ls -fl -sl`; for ($i = 0; $i < `size $verts`; $i++){ float $color[] = `polyColorPerVertex -q -rgb`; polyNormalPerVertex -x $color[0] -y $color[1]…
I have a question regarding the parts of this scene which will be emissive - I was thinking it would be better to have all the computer-y lights, the white and blue lights on the inside and outide of the chambers, the panel above the door, and even the emissive lights in the next hallway all on one texture so they could…
i dont think you would want to do it by zdepth that would be more useful for say fog. For something like snow or moss you are ussually trying to have it either stick to the tops of objects, so would be surface normals in positive Y. And if you mean based of a heightmap, your talking more of a masking based thing, where the…
one other issue i can think of, is that worldspace vertex normals aren't simply a case of "blue channel = up". up is a combination of all three channels. so the first thing you'd need to do is find out what direction is "up" in UE4 (for example, is it Y up? i'll use that as the example i'm about to make). then you'd need…
Hey all, I finally found a solution, while reading Noors's and perna's messages. The idea was to densify my geometry (as battlecow said), and just keep faces near my hard edges completly aligned along the Y axis. In other words, I just "reduced" the influence of my bridge (through the curve generated when doing the bridge)…
Its very hard to set absolute rules like "Always do X" or "Never do Y". Better to form an understanding of what each technique is good for. Others may correct me if I'm wrong, but Its been my experience that tangent matching comes into play more when dealing with "Macro" normals that try to create a reshaping effect on the…