If it looks correct in the Maya viewport, then you will need to use the correct Vray node for rendering normal maps, and then use the correct Tangent Space (left or right) which simply flips the Y channel (green). Also, make sure the file node is using the RAW colorspace. Also, when rendering geometry that uses normal…
I just started using Zbrush myself a few days ago. Being familiar with Mudbox I found that this ui has helped me out a lot in clearing out the clutter. I also locked the camera axis to y just like for maya/max. I found it was only just messing with my head most of the time. Any brushes that I use without a key binding I…
sup dood! I think you can get away with the stylistic choice with the backwards tilt if you just bring the ribcage over the hips a bit better. something else to look at would be more y-axis rotation on the shoulder/chest area as well as the hips. So basically do for the front-view what you've already done for the side…
hm, so how do you plan on navigating through environments with hand waving? i agree though that a game controller is not a good solution, mainly due to accuracy. those thumbsticks are absolute abortions for fine movement and since you can't see the face buttons while wearing the headset, confidently hitting that Y button…
There's a script called mhCopyVertexNormals.mel I use for stuff like this. Unfortunately, you need to copy/paste vert normals one pair at a time, so it's a bit laborious. Easiest wasy to do it is to move the head up in Y a tiny bit, so you can more easily select individual verts. After you're done, move it back down. Grab…
Grats for the amphibian kid! As for the ward, humm well... I don't see any assemblance besides the tiny pendant, but I guess it's not the main feature so i wouldn't worry much about it. The grass is a common concept so really doesnt' make nothing unique to be fair. And Y shape is not even that evident in Ninio's ward.…
Really fantastic work. Watched them over and over and I have no critiques on the locomotion whatsoever. My only crit on the death animation is that the head staying neutral on the y and x axis through the entire animation. Making it a little less straight on and rotating it just a bit left or right after he's done crashing…
I've been using 2013. But frankly axis conversion issue, is on every file expect dae, where you can set, up axis explicitly. I used modo with Z-up axis (as it is in unreal), which get's converted to Y-up axis while importing. I honestly never thought that adding single check box to set explicit up axis on export might be…
Great Tutorial @Amsterdam Hilton Hotel ! One question guys - I'm making a lot of these sheet metal car parts and this method works really well with them, with one small exception. After making the "sheet", applying Shell modifier in MAX , sending the model to Zbrush and smoothing it, the edges of the sheet get all rounded…
Judging by the model, it's probably Max acting funny again. Just drop it into unreal to trim down the potential offenders. Before you do that, make sure that when you bake the maps, your space coordinates in Xnormal are set to x+ y-z+; these are the settings that Unreal uses. You wouldn't believe how many times I forget to…