Pre = Prewit So = Sobel Both are Edge Detection Algorithms. I´m not sure about the first ones, but i think they used a more direct approach calculating the normalmap. 3x3 and 5x5 would then pick a pixel and you use the neighbouring pixels to determine the height difference between them which gives you your z axis vector.…
Short answer: Not all normal maps are the same. Every render engine is a little different requiring slightly different maps. Longer answer: (Anyone feel free to correct me if I'm off) The different color channels RGB mean different things to different rendering engines. Each channel pushes pixels one way or another. A…
I'm assuming you're talking about getting a model with animation from Max to Maya? Select the meshes and export as an fbx. In the export settings there is an option to set the target up axis (Y-up for maya)
Not sure how to word this, but how is the eat3d guide you suggested not modelling flat? Do the grips on the tread only get placed in a circualar patern around the cilinder, rather than stretched/bending their respective verts about an axis?
1. It's a limitation of the Lasso selection tool I'm afraid. I never got that to work as well... If I need to select half of a mesh, I generally just go into wireframe mode and use the regular rectangle selection tool, or turn of "Raycast in Shaded mode". 2. I take it you are using the snap mode? If you want to prevent…
Note that in ZBrush you can constrain brushes to a single axis via Transform > Modifiers if you want to sculpt only in the up axis for heightmaps. Though it doesn't matter a great deal if you have a little overhang by not doing this.
the colors represent 2d vectors x and y or U and V, mid point of 0.5 on both channels would be do nothing. below .5 would be negative movement on that axis, above would be positive moment on that axis. think you will want to look at this thread. http://www.polycount.com/forum/showthread.php?t=105399 also there is a imbueFX…
if you hadn't cut the hole yet you could've also used the face constraint in the editable poly -> edit geometry tab thingie. but axis constraints are probably a more fail-proof way :D
@Eric: Yeah those multiple sections are because of a uneven gradient / threshold in the settings. That's why I want manual input so you can override or exclude some parts. But in the Android app "9-Patch App" which is part of the Android SDK this would be perfectly doable. It would just distribute the stretch to all sub -…