Thx for the reply, actually I already found out how..... I align the hand vertically to Y Axis ( Not so accurate oso ), and sculpt my bracer in Y symmetry. Good method tho
guys, I have the same issue :/ resetted the pivot point and while "Z" symmetry works fine I cannot get the right "X/Y" Symmetry to work. X and Y stick to the face normals that I am painting on which I do not want. I want them to "mirror" what I draw in the X/Y axis seen from the pivot point.
Hey. Really cool concept. Unreal uses normal maps with green channel flipped. (You just have to flip it in photoshop, or you can also go in baking options in xNormal and change Y+ to Y-)
This formula might be useful. Not sure if it's more efficient. max(abs(x-y)*-z+1,0) x being your texture y being your desired b/w value to mask z being the steepness you want the peak to have Just shift around the y value to your desire.
"http://www. youtube .com/watch?v=YyJJAp17K-Y" You need to make sure it ends with .com/watch?v=YyJJAp17K-Y anything else will mess it up. You need the watch?=************ part to be right. [ame=" https://www.youtube.com/watch?v=YyJJAp17K-Y"]DDO & 3DO Workflow Primer - YouTube[/ame]
Using the Base Definition material under the Stylized Smart materials will generate wrong edgemaps when using the Flip Normal Y Option in the material. The edgemaps generated using these settings look wrong. It looks like Ddo is not adjusting to the flipped Y channel, meaning it will generate cavities instead of highlights…
Yeah! I actually wanted to know the differences between zbrush max and maya in both object and tangent space. I know compared to maya zbrush inverts the green and blue channels but what does each channel refer to? something like.. Software R G B Maya x y z Max x -y z Zbrush x -y -z Am I doing this right? :\
I'm finding that if I bake a position map (all axis) in Designer and pop that into painter, an effect like ground dirt reads the "bottom" as -X to X instead of -Y to Y. I've worked around it by pre-emptively rotating my mesh in Maya before baking in SD, or just setting the axis to Y in the SD mesh baker, but I am curious…
All bones look like are rotated 90 degrees on the local y axis. You could select all bones and offset their rotations using 'individual origins' Likely the result of a y-z axis swap issue, alternatively have a look in the import FBX settings inside blender to see if swapping Z and Y for up/forward fixes things