ahh ok, cool. I'm baking Derivative maps in xNormal ok, so I'm really not sure what the problem could be. Have you tried baking with obj, rather than fbx? Also, i'm not sure if I mentioned this but the Normal to Derivative and Derivative to Normal actions assume that the original normal map is baked as X+Y+Z+ and the you…
No. As long as they share the same material. You should delete any triangles that are never seen, like the outside of the window frame that touches the wall. These unseen surfaces can contribute to Overdraw. Also be careful of z-fighting if you are using hardware with a low-precision z-buffer. Mobile for example. Another…
^to further clarify, you could actually render a z-depth pass out of max and use it in photoshop to fake fog. IIRC there isn't a 'nice' way to get good z-depth for an entire viewport out of max with real-time shaders. This is the same reason we haven't gotten a good Depth-of-field FX for max shaders either. There is the…
For those who want a bit more technical info, like Daz... http://members.shaw.ca/jimht03/normal.html "The blue channel encodes normal vectors in the Z direction. 100% blue points straight out of the surface. 0% blue points straight behind the surface. A value of 50% in the blue channel indicates a Z normal component of 0.…
Hey Guys, Recent graduate from AIE sydney, Was wondering if I could get some feedback on my pre much finished blockout, was going to noodle around some of the Leather strap shapes then hoping to take it into Z brush for a little sculpting work. Gave it some colours to better visualize what it will look like. . Would…
So it looks like your out of school? or just about to finish up? Anyhow, you have been doing this for a while now so. Wooden beams- don't need a full zbrush hi for them. Should be just a tiled texture sheet, (you could have gone in Z to make the tiled texture if you really felt that you needed to for a clean normal, Ao).…
I don't know what GML is, is there a program you can view the files? Anyway, the main problem is that you are getting the vertex color incorrectly. The function expects a map vert index, but you are giving it a geometry index. The number of vertex colors doesn't always equal the number of geo verts. For example, a vertex…
Hey 3Ds Max user, I have a question for you, I looked a video from Arimus on youtube about shortcut and he is assigning Shift+x Shift+y Shift+z to Align xyz Shift+y and Shift+z are working but Shift+x still changing the edge constraints even if it's not assigned to edge constraints. Shift+V is assign to edge constraint I…
Hi Guys, I have a question regarding animation. I'm doing a Quadruped animation and i'm trying to Mirror/Swap my pose, in Z-Axis (180 Degrees Turn). The problem is that i can successfully mirror it in the X-Axis but when i try to mirror in Z-Axis there are a lot of problems like spine is not mirrored correctly. I used the…
swizzle extracts the indicated components out of a vector - this is perfectly normal and is equivalent to writing input.x / input.xy / input.yzx etc. in code the vector float<n> nodes append components to a vector - in the example it appends a vec2 to a vec1 resulting in a vec3 it is equivalent to writing something like…