Hi Xendance, This is likely an issue with your normal Y channel being flipped on import -- we have now unchecked "Flip Normal Y" by default on import to avoid any further confusion. Thank you for reporting! - Teddy
Are you talking about mirrored UVs on stacked/offset islands? you should only need to flip channels if bake and render are opengl and directx(or vice versa)y-/y+ I've never had to flip the red channel.
Hello, again advancing in this project caballero doberman, learning anatomy y proporciones humanas y animales. Here my last advance, I am always open or feedback
Vailias, that's sexy :D max(x, y) means take the larger value of the two. In the case of max(0, y), it's basically keeping the expression to a minimum of 0 (ie, not negative).
Typically, an envioronment map is a set of 6 textures derived from the axis of your scene (+x, -x, +y, -y etc). engines or shaders use it as a lookup for reflection/refraction.
Hi everyone, We’re looking for freelance 2D traditional animators to help with tie-down and cleanup work on an active game project currently in production. The work will be paid at a flat rate per frame. We’re looking for artists who are comfortable working in a traditional 2D animation pipeline and can match an…
I have seen this van in many movies and games and always loved its design. Here is a high-poly subdivision textured model I made. https://youtu.be/PnFMxb-S7V0?si=XL903ZcbGBN87D4F
Thanks, that makes sense! I’ll look into the parallax/cubemap approach for the inner portal. If it’s easier to explain with screenshots or a quick back-and-forth, would you be okay with adding me on Discord? I think it would be easier for me to show my current material graph and understand the steps that way. My Discord…
Hi SlyRipper, The turret doesn't work with a simple look at command since it needs two joints to orient itself. In order to aim it needs to rotate around two diffent constrained pivots. Y for the base, and local X + Y for the head.
Or just make sure that your normals are baked with a -y in xNormal. If you bake your normal in Max you're fine. If you already baked your map in xNormal with a +y in the normal, just invert your green channel in photoshop.