thanks for that, it's quite useful altogether (Y) but unfortunately it's not what I'm in need of :( would be a nightmare trying to matchmake a vine to a spline this way xD but i really appreciate the effort :)
Really nice, with a little more work that shot would be an awesome portfolio piece, I assume that isn't the UDK, right? the tree texture looks too scale-y.
yeah i agree. if you baked out of xnormal, did you invert the y axis? there's quite a few areas that look like they are popping out instead of going in.
Yeah, it's definitely visible. The green channel controls the Y direction of the light, so everything looks pretty much inside out. Holes become bulks and vice versa.
You can try instead of negative scaling, rotate 180 on Y. Just be sure to center pivot first then then move pivot on one axis to where middle of the mesh is.
The colors are feeling very halo-y. If that's what you're going for, awesome, if not, you may want to desaturate things quite a bit for a more "serious buisness" kinda style.
Havent experienced (lol.) it yet but from the looks of it, I definitely prefer it over the existing (or old) one, which seems a little 13 year old forum-y.