Hey Dan, I take it you're exporting the cage with your low-poly using the plugin right? Have you checked it in the 3D previewer to make sure that the cage is correct once in xNormal? Also, I don't remember what the default XYZ of the normal maps are in xNormal/Xoliul shader, but in xNormal you have the option to define…
Actually I might be one of these people. I bake normalmaps in max without any plugins. I bake in 3dsmax and would change the channelorientation (y+ / y- and so forth) to the target Engine. Then i bake it down as a tangent space normalmap. I don't see where you need any extra tools for that? Always work's fine for me. For…
BC5 is using the same memory footprint, just a different method for compression which instead of spreading the precision of the data representation across 4 channels, the algorithm focuses precision on just the X and Y resulting in higher quality representation of typical tangent normals data. In short, less data sets…
I'm slightly confused but if you want a position map that runs -1 to 1 it's dead simple Make sure you're using a floating point bit depth for your graph and in your pixel processor just run each channel through a range [-1,1] node or do (y*2)-1 It'll tend to increase the contrast of the map as you'll be adding a load of…
Max's snap tool is the magnet with the 3 next to it (the other magnets are handy for scaling, rotating, etc). If you right click on this button, it'll bring up this menu box. You can adjust how you want snapes to work in the Snaps tab. I usually work in vertex. Under the options tab is Use Axis Constraints. This is handy…
I actually always have 'Use Axis Contraints' on. Which is probably why I tend to keep my gizmo off. I should point out I do a lot of work in front, left, top ortho viewports since I work a lot from autocad blueprints. By manually managing mine I mean exactly what you said, use (x) and keep it off, and just switch between x…
Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…
miauu's Script Pack vol.2 is updated to version 1.8 Changelog: - New Script - Drop On Surface. Idea Harold Rinck. Project all or selected vertices of one object onto another object or selection of objects. The object, whose vertices will be projected must be an Editable Poly. Works with soft selection. The vertices can be…
I'll have to do some tests as, I too am interested in this. I'll see what I can see, and get back to this thread over the next few days. // Its been a while since I dug into this stuff but to answer your second question about sliders: I would use sdk's sure. I remember having some luck with the component editor for that…
But what if X move is harder to do than Y and requires mastery of Y to be doable in the first place? Seems like a pretty standard mastery formula in games to me such as in Bayonetta(need to pick that up, loved the demo) or Ninja Gaiden, but you already gave indication that you're not an FPS player, so anything you say…