Snap to screen sounds like it simply takes the depth value from the Z buffer when you move a vertex around. I.e. you model your cage normally but the vertices always stay on the surface of the reference mesh so you don't have to manually adjust them until they are on the surface.
Hey there!I tryed to add some more subtools... and had a big prob in the last hours making the arrows he will carry in the bag's place... but crashed 3 times and im done for today :Z so this is what we have for now, thank you for the support!
Yeah dont multiply your normal map like that. If you really have to do it, wich i recoment against, just multiply the red and green chennel and then append back the blue. Or use the devive normal Z node to get your blue channel back.
Whether or not someone expected x, y or z is neither here nor there, what does seem to be true from the evidence is that they cut content and went back on promises... if eld said that he expected the endings that are present would you somehow use that to demean the previous issues?
You can right click the spinner(the little /\ and \/ thing) and it will make it go down to 0(or what ever lowest value can possibly fit) Right click the X Y Z spinners on the bottom and you can set what ever you are selecting to 0,0,0.
Looks excellent! You just need some more color variation. Maybe some carpet or flags/banners. How did u do the tillable bricks wth the little rocks caught between them? Could u post z pic of the zbrush model?
Here is a quick image of the new changed front proportions. Clearly a massive mistake on my part so sucking it up and carrying on. I'm about to start with unwrapping so I can export to Z Brush to add smaller details. Any thought before that happens?
How are you planning to detail it? PS or zBrush? If your answer is the latter, you would want to clean up as much tris as possible - they dont sit well with Z. I would suggest PS and crazybump. So far, so good, good luck, G
It can help, but the thing is the tangent space is not only the axis orientation, but also the way they are computed on bake. That means that even if axis are the same x+y+z+ for 2 engines if their algos differ they are going to display same normal map differently. You can see it here
Here are few other free options: http://www.smart-page.net/smartnormal/ http://www.tartiflop.com/disp2norm/ Be sure to set Displacement Direction to Z http://normalmapgenerator.yolasite.com/ Not a generator, but a combiner: http://www.planetinaction.com/software/ncombiner.htm There also appears to be a normal map extension…