Why must I subdivided edges on a mesh to get a acceptable results from a vertex map ?
The method to create a vertex map as most know on a mesh is Lighting/Shading > Assign New Bake Set > Vertex Map, can't you see a vertex map in the viewport ?
Why must I subdivided edges on a mesh to get a acceptable results from a vertex map ?
The downside of vertex color is that resolution is dependent on the complexity of the mesh. The less vertices there are, the less precise the shading will be. Colors are only stored in each vertex, and linear gradients are stretched across each triangle between the vertices.
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The downside of vertex color is that resolution is dependent on the complexity of the mesh. The less vertices there are, the less precise the shading will be. Colors are only stored in each vertex, and linear gradients are stretched across each triangle between the vertices.
I don't use Maya regularly, but I was able to find the answer to this in seconds.
https://ixquick.com/do/search?q=maya+vertex+color+viewport