In this case I don't think even that's needed, it's just assumed the blue channel is white (set the blue channel to white in the top image and you get much the same output as the second image) with tangent space normal maps there's never really a lot of detail in the blue channel. All the normal perturbation is in the red…
Hi there! I'm new at scripting, so pls don't lynch me. I read a whole bunch of threads, and didn't find what I looked for. I'm trying to write a script that converts the component pivot to the object pivot. In other words, it translates and rotates the object pivot to fit the current component pivot. Getting the…
The concept of 3D printing is a relatively new concept in print technology. Although this concept started to take shape much earlier, the actual term of 3D printing was heard for the first time in 2010. The process involves using 3 axis namely the x, y and z as opposed to only x and y in a conventional 2D printing.…
Thanks all for your comments! I ended up trying to solve this in Unreal Engine 5. I brought in my plane mesh with the texture and sure enough the seam was there too. Based on this thread: https://polycount.com/discussion/116922/a-solution-to-normal-maps-with-mirrored-uvs-in-udk I flipped the x channel in a shader just for…
Remove the transform node from the normal input and simply use (0,0,1) and thats it. I also used some slight fading on the roots. Seeing your texture, a contrasted and inverted y gradient of the texcoord works for that (if you have dithered opacity mask enabled). You can also blend between the up vector and the original…
@ Hito : WOOOOW! that looks so beautiful :O! that looks like perfect to me lol , the only thing that got my eyes was - the bent of the body at minute 3 it may be a lot. ( but actually there are people that have that ability). Like I said it feels perfect to me, just as a note :P. Awesome week! And yeah I will watch his…
I've seen this plenty of times and I think you're exporting .smds though Mesa. Which means your scene is orinatated y-up instead of z-up. Dota game world is defined z-up, and .smds, unlike .fbx, don't auto orientate the model. Now, you covered up the little bottom left hand corner which it would show how the world is…
How did you do it? I tried generating them in xnormal, both with +Y and -Y but doesn't change anything Im afraid. Also, the normal maps I got from xNormal were quite low quality, like there was noise in the maps where there definitely shouldn't be any. But thats another topic cause Im sure I could tweak the values and get…
Okay so, there's clearly some connections going on between your controller rig and your objects so it'd be cool to see a node graph of that, maybe your hierarchy too. In the meantime, I captured a quick video demonstrating what I think the solution to this is. Essentially Maya's default rotation order does Y then X. You…
left/right is pretty much always the same. Up/down is only a matter of preference, some call one "OpenGL" and the other "DirectX" but that's really an awful way to call them in my opinion since it is not self descriptive. Personally I stick to "light coming from the top" ("Green-up", "Y-up") unless forced otherwise by an…