That's looking awesome! The Y cracks still seem a little weird, maybe try making them just a single crack and see if it looks better. I've started avoiding Y cracks in some cases in my own work because they are pretty distinctive. I think baking in a little more lighting info would push it a little more towards the…
I think there;s a few mistake here and there... 1-Grp_AimNeck_F expression was targetting the head Z axis instead of Y 2- samething with Grp_AimNeck_B note:You changed your axisorder on both ctrl to be YZX so dont forget to be carefull when picking them in the expression selector 3: now I'm not sure about this one I think…
Hey everyone, I'm looking for feedback about my Artstation post / Gumroad first post / Fab first post, free download. Here is the link to the page: https://www.artstation.com/artwork/rlqQzO It's a photogrammetry scan I made using my phone and then the traditional software. Please let me know what you think. 0 reactions on…
Hey Dan, I take it you're exporting the cage with your low-poly using the plugin right? Have you checked it in the 3D previewer to make sure that the cage is correct once in xNormal? Also, I don't remember what the default XYZ of the normal maps are in xNormal/Xoliul shader, but in xNormal you have the option to define…
Actually I might be one of these people. I bake normalmaps in max without any plugins. I bake in 3dsmax and would change the channelorientation (y+ / y- and so forth) to the target Engine. Then i bake it down as a tangent space normalmap. I don't see where you need any extra tools for that? Always work's fine for me. For…
BC5 is using the same memory footprint, just a different method for compression which instead of spreading the precision of the data representation across 4 channels, the algorithm focuses precision on just the X and Y resulting in higher quality representation of typical tangent normals data. In short, less data sets…
I'm slightly confused but if you want a position map that runs -1 to 1 it's dead simple Make sure you're using a floating point bit depth for your graph and in your pixel processor just run each channel through a range [-1,1] node or do (y*2)-1 It'll tend to increase the contrast of the map as you'll be adding a load of…
Max's snap tool is the magnet with the 3 next to it (the other magnets are handy for scaling, rotating, etc). If you right click on this button, it'll bring up this menu box. You can adjust how you want snapes to work in the Snaps tab. I usually work in vertex. Under the options tab is Use Axis Constraints. This is handy…
I actually always have 'Use Axis Contraints' on. Which is probably why I tend to keep my gizmo off. I should point out I do a lot of work in front, left, top ortho viewports since I work a lot from autocad blueprints. By manually managing mine I mean exactly what you said, use (x) and keep it off, and just switch between x…
Thanks for your input! >You’ve also repeated the character without variation. It could be interesting to see the pose changing in increments with each copy. This is a tricky one, due to that being the point of the surrealistic depiction of the render. I think the boring A-Pose really doesn't help it. I tried to do…