This is incredible. I've been playing with AS3 and PaperVision3D at work and I just thought there had to be a better way. A simple app that renders 12 planes which swivel along the Y-axis ended up compiling to over a megabyte because of all that extra library junk. Not to mention it had my CPU pegged at ~60% the whole…
Great stuff and very inspiring crazyeyes! I have a quick technical question: Since there is no way to restrict sculpting in zbrush to one axis (z) to sculpt out forms do you avoid sculpting at the edges of the mesh? Or is there a way to restrict a brush's axis influences and i'm just dumb? Thanks! Mike
The normals of your hat are bent. (I only checked the .SMD) It probably came from your exporter, so check your settings. [Edit] I had a similar problem with a .smd exporter (wunderboy's but it works fine now), it looks like the normals have all been inverted on one of its Axis's. Uploaded with ImageShack.us
Sorry dtshultz that was a terrible way for me to describe it, I basically used a scaled and biased dot product between the objects normal and the world Z Axis to generate a mask between grass and rock. So normals facing up get grass and everything else gets rock. A lot of people use this technique to apply snow or other…
Do you just want to move it 1 unit up on the V axis? There's a type-in area for this in the lower left corner of the Edit UVWs window. I'm probably not understanding you though. Why not just pack each into its own 1-unit-square area... u=0-1, u=1-2, u=2-3, etc. As long as your shader isn't set top Clamp its UVs, they'll…
[ QUOTE ] I want to take stuff from Max to Maya to Mudbox to Motionbuilder cleanly. [/ QUOTE ] [ QUOTE ] It'd also be nice if some things like baking of normal maps behaved the same in Max, Maya, and Mudbox. [/ QUOTE ] Damn straight. Max needs to be rebuilt from the ground up, in a serious way. I love the app, but it's…
As far as I know, there isn't a way to ignore objects that are behind other objects... You probably set your gizmo to Screen or view? Set it "World" and it will remain constant to the world axis. This is one area 3dsmax is kind of confusing but once you figure out its pivot system it quickly becomes invaluable like the…
I got it actually already working :D see the bounding box of the teapd? - it fits perfectly in the safe frame of the camera here is the script:cam = undefined;obj_source = undefined;width = 0;for o in selection do( --print("obj "+o as string); if ((SuperClassof o.baseObject) == camera)then( cam = o; print(" ..…
Heres an update, I started normal mapping, but Im having some issues So heres the problem that Im having with the normals of this body. It looks like there are certian parts that look to be flipped like the face compared to the body. And in this one I flipped the X and Y axis in the channel settings and the face looks much…
I'm considering getting an R4 just so I can use this. (: It's looking really promising. On another note; zoom would be cool if it was activated by holding the left trigger and using the Y axis on the touch screen to move forward and back - it seems that it would work more like a 3D modeling app that way, plus, it's hard to…