1. Get both vectors, and normalize them. 2. Connect the normalized vectors to a dot product. 3. Output the dot product to an arc cosine (NOT an arc sine!) I'm not sure offhand if the radian to degrees node is necessary, but otherwise that should be all you need.
To create the foliage for the tree, i took a simple plane into Zbrush, raised it several Sub-D levels, and sculpted this, which i later polypainted to create the diffuse for. "earlyleaf1") after baking out diffuse and normal maps from this plane, i took the images into photoshop and edited the alpha channel to make it so…
instead of setting the compression manually, you can suffix the normal map file name with _N (or _normal will work too I think). That should set the compression automatically on import.
Macbeth Chart is good for referencing colors and or balancing photos. Macbeth Chart "Remember Me" has a great overview of PBR a lot can be gleamed from this. PBR workflow for Remember Me Here is a shot of the passes. The guys that made Remember Me admit that too much micro detailing was added to the Albedo it was a…
Playing around creating alpha textures to use in Projection Master in Zbrush. Then baked my AO and Normal Maps in xNormal. Diffuse created in Photoshop. Some viewport shots in Max using Xoliul's shader and one in Marmoset.
Is there a Mac equivalent 3rd party program I can use to get a descent normal map projection? like xnormal but for Mac. I can't get a good projection from Zbrush for some reason.
A normal map is used to replace the vertex normal of a mesh, I think it would be a fair assumption to say that every unique asset in rage that had a high res source is using a normal map, and likely every texture in the game. Its pretty uncommon to do spec without normals, and removing normals from many assets would simply…
just tested blender to maya via obj, and yes indeed it does export detached faces to maya. Maya does seem quite good at merging the vertices's, at spilt edges into 1 vert with multiple vertex normals though, just using the basic merge tool, with a low threshold. Still stupid to have to do so, blender should be able to…
Hello! I seem to be having issues adding normal details into my dDo project. I have a grate that I created on a plane completely from scratch that I was able to get normal detail and texture detail on in the matter of minutes. I have another piece (a screw head) that I want to add. It seems that no matter how I add the…