Go to the shading tree, add layer > render outputs > geometry > shading normal Then you need to make sure in render output properties of shading normal you got 'remap pixel values' * on *. Bake, and save your map in a linear color space.
I don't think they're going to be able to change time at all. That's the rule they put in place. They're needed in the past so they can do exactly what has been done. We're just witnessing a linear time line through their eyes.
I agree with javaniceday. The head is very linear and if it is not done right, it draws attention away from what the face is doing. Also the length of this is far too long. Try just animating a selected bit of this. Nice rig by the way! Loving the wiring that's going on there, good stuff!
Just fyi - there is no such thing as n-gons. In your image on the right, your modeling application has simply decided to not draw edges for faces that are co-linear (share the same flat 3d plane). Those are all triangles, everything always is, they are just hiding the triangle edges.
UDN says the DeriveNormalZ node just does sqrt(1 - (x * x + y * y)) which is quite cheap. Technically I think it should use the spherical length on a unit sphere instead of linear length but I dont think the difference would be noticeable.
Did some reverse engineering research/modding for their engine game back in the day over on xentax and such. An interesting part of their texture production process is their creation of linear textures which they used for pretty much all of their photo-sourcing. Some more info on their g-buffer passes.
Stock max editor for me with textools for minor functions like linear flatten,on some islands for better packimg. I might be a bit slower than others, but I have no problem unwrapping a 15k+ character in one working day if I get coffee first.
this is an awesome deal. I was weary about red faction when i saw they changed from a sandbox back to something more linear, but i gotta say its my favorite one so far. Just wish there were some people for online play
Is it possible that your A/M textures use a roughness map (white = rough) and the S/G shader you're using uses a gloss (white = glossy) map? Meaning, you forgot to invert the roughness map? Otherwise check it's not an sRGB/linear mixup on the spec / gloss maps.
cool dude! love the pose, just wish it was slower. maybe 3-4 seconds as opposed to 1? the turn around is a bit fast. edit the interpolation points, make it a linear interpolation as opposed to bezier, will get rid of that 'slow down- speed up' thing that is going on.