Ben, yes. The only difference is axis transformation between apps/engines. But as long as the WS normal map matches the mesh (reset xform/freeze/wtv), it should be fine. You will be able to output a WS map from any app, including xnormal. I might have some news this weekend.
hey reefer, i think you have done an initial fail...you should align and transform you reference picture before modeling ... in fact of that you have modeled not bad so far... i think if you adjust the ref picture you can clean up your model...
Not sure what the problem is, I got this result with all default settings. Make sure you center the pivot and freeze the transform of both models before you add them to the baker. Oh yeah and what the f is up with this thread, I can't link in thumbnails so enjoy the gigantic picture.
The default Extract Faces command does split those faces into a separate mesh, it just puts the resulting faces into component mode right off the bat with a manipulator function similar to the "Transform Component" tool. After running an Extract, just tap F8 to get back to object mode. It's clunky, but works :)
1. select all faces (like in your pic) 2. press e (for extrude) than just click (without moving it) 3. while the faces still selected go to the left side of the window under, Tools->Transform-> "Shrink/Fatten" (move the cursor as you wish) 4. hope this helps
I forgot to mention that it's not rigging for animation, only posing purposes. So tweaking every object that I need to attach takes too long for my purpose. I am using a morph for the proxy mesh and thought there might be an easy method to link objects that do not need deformation and only transformation.
Thanks! I'm using Unity :smile: --- Today was fun. I tried to recreate that painting on the castle wall which wasn't easy due to the very low resolution of the original. I tried to transform it into a frontal perspective in photoshop, did some painting on top of it and used that as my texture. And this is how it looks in…
Weird. I bet Max is storing the 100% scale first, then transforming to zero, before starting the animation. Exporter on the other hand might he tossing the initial state. So it starts at zero, and tries to scale from zero. Which means zero x 100 = zero! Just a guess though.
You're not very clear here, but: go back into your graph and isolate out the parts that do a black and white mask, and use that instead of this colored version. Then to do that flipped and mirrored version there's "Symmetry" and "Mirror| nodes in the library, which you can combine with Transform 2D, that should be a simple…
http://leagueoflegends.wikia.com/wiki/Lux/Quotes#Water This is a nice little source to get some insight on her personality when she transforms into the water elementalist. After trying out the elementalist skin in-game I noticed her attitude changes when you use different forms. Hope this helps :)