You should always ask your client whether their pipeline allows custom normals or not. They may want you to avoid custom normals even if their pipeline allows it, because it's easy to destroy custom normals in Max if you're not careful, making it more difficult for them to make changes to your deliverables if they need to.…
In Xnormal, have you got the normal map swizzle set to X+Y+Z+ and the 'compute binormal in the pixel shader' box checked for the MikkTSpace tangent space calculator plugin? (You also need to check this box for UE4 and Marmoset MikkTSpace.) You can use normal maps that have a X+Y-Z+ swizzle if you pop in an RGB curves node…
Wack-om. Waycom always sounds funny to me (and is apparently incorrect huzzah!). Disappointing that it's the most popular. I used to say "Zed Brush" as did a bunch of my friends but we eventually came around to saying zeeeeebrush after one of our instructors pointed it out and bugged us about it. Zbrush is one word, it's…
That's more of a fresnel opacity kind of thing, right? You can combine both for making more complex stuff :) Regardless I thing the dot product is the way to go: 0,0,-1 in camera space means pointing towards the camera and the ObjectOrientation points to the object's z+ axis. If you get the dot product of both, you'll get…
The problem with the AxisFromMouseMove script, is that it'll lock me to one axis alone. You'll have to toggle it on and off all the time (if you wanna move ex. XY at the same time). Modo just disable/lock the angle youre viewing from (with the viewplane), which ofcause makes total sense. Max doesnt even take this into…
It might just be that I'm not totally thinking straight it's 4am, however I'm working on some scripts for a project and was wondering if anyone knows how I could lets say duplicate a mesh in my max file to a new location in the same scene. I have a mesh in my file called "box01" and an array of x,y,z coords. I'd like to be…
Welcome everyone to the 102nd Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along the…
@Wex Forgive my ignorance, but when u say "poles" do you mean faces? I've just never head that term before, my bad. In terms of the head sculpt, is it sort of a rule that I should have basic lip (and ear) shapes on the low poly mesh, or should one or either of those be sculpting in z-brush? I guess my question with head…
because i want to test if the seam was appear or not, usually when im unwrap with uvlayout and bake the normal map with x normal there almost no visible seam but one day when i work,there an ugly seam appear the smoothing group on my character was set properly i use x+ y- z+ normal map and i apply it to ue4,3dmax and…
One thing that is a easy fix that I think would give more contract with the ground is to look over the foots one more time. Just before they hit the ground they are almost flat in some of the walks. Put the heel down first then the rest of the foot. A litle trick is to tilt the whole foot, just a litle before it lands on…