I have encountered yet another particularly frustrating issue in Maya. I'm creating my first facial rig for class, and have gotten to the point where I am creating blend shapes. We're supposed to create blend shapes for the eyes, brows, tongue, and mouth, each in separate groups. We were instructed to use the "Default" or…
In the run up to DW4 I thought i'd get to grips with some normal mapping tools I'm pretty new to normal mapping and discovered the joys of ZMapper not so long ago and thought it was pretty good, and very fast. Then I was told about the wonders of xNormal and that its give a more professional finish. So I decided to test…
I was wondering if there is a way to bake in Xnormal and convert the tangent basis for 3ds max's renderers? I'm preparing a course for my students on lowres modelling and normal maps baking and I want them to see the power of Xnormal. The problem is that we have to make renders in 3ds max and I'm getting the "black edges…
My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
Might be the viewport is set to use default lights? Try right-clicking the viewport name, go to Viewport Config, then unchecking the Default Light checkbox.
Thanks for the feedback — good to hear that the site layout simple and effective. I particularly wanted to have the main page plain and fast to load; as well as the website running simple html so it is easy to update and won't annoy anyone using NoScript. Regarding the wear: I'm glad I'm not the only one who likes cleaner…