the rotator node is expensive. if you want a 90 degree rotation and you insist on doing it in the material then just swap the x and y components of the UVs around.
Hey fellas! My first time posting here. I've been meaning to get into these kind of sites and do the whole community/feedback thing but I just never got to it. Anyway, this is what I've been working on. This is more of a practice to try and incorporate photobashing into my process. Still trying to get used to it...…
Oh man thank you so much for these words hahaha, you don't know how much this means to me! Please let me know how your Biscuit Dear Santa turned out! <3
Hello fellow Polycounters! I have been sitting on this plugin for a while and I finally got a break to clean it up for you guys. It didn't really fit in with my other plugin so I made it into it's own. Huge thanks to Marcus on the ZBC forums for getting me unstuck a few times. This plugin is basically a very basic array…
The ART rigging plugin can be very useful, but there's things I don't like about it and I'd like to be able to disable it when I'm not using it. I don't like how it switches the up vector from Y to Z, how you can't use the right mb radial menu until you mess with the plugin manager, or how it (for some reason) makes the…
So one of my suitemates walked in on me playing Odin Sphere the other day. went somethin like this: Bro: "what the hell are you playing" Me: "Odin Sphere" Bro: "how do you spell that G - A - Y?!" Me: "Yo it's got awesome art direction and is well done" Bro: "Kill the queen of the forest fairies??!!? wtf?!?!" Me: "YEP" Bro:…
Hi! Although not related to overall level composition, the first thing that caught my eye was the shading on the statue. Is the normal map setup incorrectly (green/y-channel direction?)?
Quack! - I checked "triangulate mesh" in the .obj export options, but maybe that didn't do the trick. I'll try to manually triangulate, and then re-bake to see if I get the same shading error. Thanks for the suggestion, and I'll get the render of the pre-triangulated mesh up asap! JedTheKrampus - I flipped the y channel a…
I dont think thats a mistake PolyHertz. Unless you were creating a texture for it in Zbrush, it is kind of common use to create many static meshes entirely (with no symmetry on) and than delete half of its faces to apply the symmetry. (duplicating from right side to the left in -x,-y,-z) If it was a face, Than it would've…
As far as i know. "My (limited) understanding is that when you are painting "normals" you are actually painting grayscale height maps, and that information is being converted on the fly to normal maps. Is that correct?" -Yes specifically in substance painter we are painting in height channel because its easy to work in…