You mean object space, local space is actually another word for tangent space(see: idtech). But you're right, object space normals can't be mirrored unless you have a special shader set up to do it correctly. Rotating your mesh(in your 3d app), or creating rotated instances doesn't work even if you have a shader that works…
Everything needs moar dirt! It looks good otherwise, but I suspect you're being shy about the process. Don't be! Things are dirty! Ok, maybe not so much. I'm thinking that you don't really need zBrush for these though. It really does help with the pallet, but if you were working on a game with a small team or by yourself…
also holding down w+lmb is the same as ctrl+shit+rmb, which i guess just works better for me since if i am going to be accessing that menu, it will be transform related usually, so my hand just moves to the transform shortcuts automatically......n-e-ways.... i agree with sama.van to some extent. remapping everything might…
You only need closed meshes when using an auto LOD because those don't handle open edges very well (though they know which vertices are supposed to be welded). Maybe an engine can use other stuff as well that requires closed meshes but usually, no. I'm not exactly sure what constitutes a surface but AFAIUnderstood all…
Without knowing anything more specific, it's hard to think of a more elegant solution than just wiring the z Axis. Transform locks are only meant to lock the transform from direct manipulation by the user. I tried a couple of things here: https://dl.dropbox.com/u/2904948/Tutorials/WireZ.max The setup on the left is using a…
So to be clear, a longer or more dense animation will use more memory, indeed. But since only bone transforms are stored, and not vertex positions for every frame (difference between alembic and skeletal anim), even a fairly long sequence with a lot of bones will end up using little amount of memory. The expensive part is…
@DavidCruz your absolutely right about it being a vehicle. I probably should of posted this earlier but it's supposed to be like a transformer of some kind. Though it would be awesome if my model could actually transform, I think that's a bit above my pay grade. I really like that idea about the hidden wheel in the foot.…
What format do they come out in? Afaik designer can't sample a 3d texture but if it's laid out in 2d then the transform part should be fairly trivial (although probably impractical for high levels of precision) We've got some custom grading tools for one of our games in the library at work but I didn't make them so not…
Nice! I should add to my previous post: If you've made a wire, and you want to resize it, instead of needing to recreate a larger cylinder in order to extrude it along a curve, you can just highlight all the vertices of the wire, and use Transform Component. This will allow you to push all the verts on their Y axis,…
got it figured out strangely enough there must have been a minor corruption in the model its self. I ended up creating a box turning it in to an editable poly, and then attaching the head to the box to transform it into a new model. Then deleted the box element and reset my pivot point. Strange problem but atleast its…