Also the rocks could do with some z-brush sculpting. They have a tile-able texture, and I've never done a tilable rock sculpt in Z-brush before. I'll certainly give it a try though. The ship is blending in with the rocks and getting lost. Maybe I should change the color of the rocks?
I always activate the narrator by mistake cause my Y key is where everyone elses Z key is and sometimes i make two mistakes at the same time by pressing windows key + U instead of control + z/y and the damn thing pops up "LEFT CLICK PPPPOOOLYYYCOUNTDOTCOM BLAHBLAH" :/
my tip is to focus on 1 line at a time. go through it one at a time. rotate x, then rotate y, then rotate z, then translate x, translate y, translate z. If you try and do it all at once, you`ll be super overwhelmed.
That's probably z-fighting, where the precision of the z-buffer is too small. If this is a Perspective view, right click on the viewport name and turn on Viewport Clipping, then adjust the two triangles at far right, see if that helps. User view is another option, not ideal of course.
I use Dvorak thats is annoying. I thought the software I using was broken as I couldnt ctl z at all, kept switching between dvorak and asdf, dvorak worked the other didnt, took ages to work out that the z key was broken.
The first thing I would try is going to the view tab and checking "Invert Y" and hitting apply. Marmoset use X+Y+Z+ for its normal maps and applications like Max use X+Y-Z+, so it could be a simple fix :)
I see "swap z and y".. When you export as fbx, what is your axis conversion set to? is it Y-Up or Z-Up? Is that the rotation your are trying to convert. Also, which why are you converting - from unreal to maya or maya to unreal?
Thanks! That worked perfectly. However, ctrl+shift+X isn't assignable. It assigns fine, but doesn't actually do anything when pressed. So I have planar on Y assigned to ctrl+shift+Y, on Z it's ctrl+shift+Z, and x is ctrl+shift+...D. -_- Still works fine though, thanks!
In Unreal I could get the screen space and add to the z position. The screen space position node in SForge doesn't have z. How can i make a shader that moves the verts exactly towards the camera. I've tried using the camera vector and tried to transform it, but maybe I'm doing it wrong. Anybody?
My favorite new feature is the "poor-man's" Z displacement painting feature. It is a very simple and not terribly effective solution for those who can't afford Z-Brush. But it is still a solution. Now Blender enthusiasts actually stand a chance of producing those shiny normal maps that everyone seems to love so much.