Day 76/360 of my art challenge: I explored the Coordinate system in Blender. Blender uses a right-angled “Cartesian” coordinate system with the Z axis pointing upwards. The Cartesian coordinate system defines the position and orientation of any object in 3D space using three numbers: x, y, and z. The X-axis indicates…
Hi Xendance, This is likely an issue with your normal Y channel being flipped on import -- we have now unchecked "Flip Normal Y" by default on import to avoid any further confusion. Thank you for reporting! - Teddy
Are you talking about mirrored UVs on stacked/offset islands? you should only need to flip channels if bake and render are opengl and directx(or vice versa)y-/y+ I've never had to flip the red channel.
Hello, again advancing in this project caballero doberman, learning anatomy y proporciones humanas y animales. Here my last advance, I am always open or feedback
Vailias, that's sexy :D max(x, y) means take the larger value of the two. In the case of max(0, y), it's basically keeping the expression to a minimum of 0 (ie, not negative).
Typically, an envioronment map is a set of 6 textures derived from the axis of your scene (+x, -x, +y, -y etc). engines or shaders use it as a lookup for reflection/refraction.
Hi SlyRipper, The turret doesn't work with a simple look at command since it needs two joints to orient itself. In order to aim it needs to rotate around two diffent constrained pivots. Y for the base, and local X + Y for the head.
Or just make sure that your normals are baked with a -y in xNormal. If you bake your normal in Max you're fine. If you already baked your map in xNormal with a +y in the normal, just invert your green channel in photoshop.
I’m a designer at a prop fabrication shop here in Burbank, and I’m reaching out to this community specifically because we’re looking for a very particular kind of unicorn. We’ve posted on the usual IATSE union boards and haven't found the right fit yet. The reason I’m posting here is that we don't just need a 3D modeler;…