Thanks Kbrom12. I downloaded the project and have been looking at the material behind the carpet. It seems to make use of layered polygons, vertex colours and multiple bump offsets connected into the opacity mask. However I am still a little confused by the logic behind the material. If you know the answer could you help…
SLIVIZ said: "I have no subdivisions on the model so I used the zrmesher method to create a low poly version of my model. I then created a UV map of the low poly subtool of my model, copied and pasted it into the high poly subtool and hit morph UV to check it. The uv map lost all its shape and was basically a mess."…
Hey kimchee! So I can show you how I would make a circle on a plane but there might be better more efficient ways. Hope you can read this okay let me know if you have questions. And sorry if any of this stuff is stuff you already know >.< Figured I would include every step just in case. Step01: I shift right click, making…
It doesn't work like I need it to. The only way that it kind of works, is if I have Select -> Face -> By Vertex checked, then I can select a vertex and it will select ALL the adjoining faces. I need to select individual faces just like in the other viewports. Here is a pic of me selecting a vertex to get a face: As you can…
If those are two separate objects then you will need to use the Vertex Normal Edit Tool (Mesh Display > Vertex Normal Edit Tool) in conjunction with the Vertex Face selection mode to force the vertex normals of both objects to point in the same direction. If your surface is planar along an axis you might be able to get…
you can use a timer (used in rollouts) to run a function every x'th second. E.g 0.5 would result into 500 miliseconds. Within that called function you could then store and capture the selected verts of your object, lets say with a memory of just 5 vertex positions. Each time the vertex selection changes you save just the…
I'm not really experienced with vertex baking, but It's something I'm tryign to get a bit more knowledge about. I have no problem with baking vertex colors- that's pretty simple, but I'm having a problem integrating them into a shader path so I can see what I'm doing while I'm still playign with the object in Maya. For…
Hi Alec, I tried with FBX, Obj, and even export from 3ds Max to Maya for the plugin (handplane 3D exporter) but whenever handplane convert object space to tangent space it choose to ignore the custom vertex normals of the model. The output tangent space normal from handplane will only look correct if I reset the vertex…
Thanks for these! The original vertex normals are very important for all three, especially for boxbevel because it has face-weighted normals. However, if you can recreate the vertex normals in your software, feel free to do so. Your modified GLBs look great. Vertex normals look like they're aligned the right way... hard,…
I've never heard of that babylon exporter but I can help you. The problem seem to be that each vertex can only be influenced by 4 different bones. Checking every vertex would be quite time consuming so an easy way to solve this would be to select the skin modifier, go into "advanced parameters", and select "remove zero…