ProperSquid is a genius. He is helping me take it further. I'll post the proof of his genius... So the tool does the offset thing in xyz and rotate objects by 45 degress now... I love Blender, things are just a bit messy in a way, but it has gotten ten times better since I started using seriously nine months ago. things I…
Baked the skin out for the face. Still need to add eyes and all the other stuff. Used Texturing XYZ for some of the facial details. I also found out i'm pretty garbage at painting skin to be realistic. I also ran into a big issue with zbrush. Somehow my project became too large or had too many tools in the ztool so I was…
ah sorry, just wondering if there was a way to somehow use transform>modifiers>z, in addition to using alphas; that way it constrains the transformations to the z axis (guaranteeing straight edges), while allowing me to spin the model around and really get a good look what what I'm making. The problem is, currently it…
^ What he said. Also maybe consider setting rotation to Y only, it's set to XYZ by default and that will cause the camera to roll when orbiting. Sometimes thats useful but most of the time I prefer Y rotation.
whats a deposit shader? also, ive got a line of code that gets the result im after but i am hazy on why. it looks like this Out.worldNormal = normalize (mul(float4(In.normal, 0.0), _World2Object).xyz);
Great explanation by obscura. A vdm is like a normal map texture in that it is xyz to RGB data encoded in the file. They are generally used with a subdivided mesh. From PIXAR: Vector maps are 32bit colour files which are used to perform accurate vertex displacement. This 3d displacement can even overhang other surface…
polyNormalPerVertex -q -xyz; in mel will give you the vertex normals for the vertices you have selected. then you can manually input them into the new mesh using set vertex normal. or just duplicate the mesh you want to match the normals to, attach the new mesh and select both verts you want to match. go to the vertex edit…
If they are misaligned, why don't you just align them? You could add an edit poly on top of your lowpoly and move them into place in sub object mode..just delete or deactivate the edit poly modifier to move them back. Sometimes I set all the pivots on my highpoly objects to the world center, and move those into place..to…