well, some of the faces that you may think only have 4 sides, probably dont. take a square for example. 4 sides. yes. but, if you add a vertex in the middle of one of the sides, that side become 2 sides. the vertex breaks it into two. so now the square is 5 sides, not 4. the square still looks like it has 4 because each…
Thanks for the replies. There are no faces underneath the affected faces, and I just can't see what's special about the affected faces. I've tried looking underneath, flipping them etc. I've also experimented a bit and arrived at the conclusion that it's always the same faces that are affected (so it's not just random) no…
Yeah I agree, you could easily use vertex color instead. Not only that but you don't really need a UV channel just for color do you? Based on the engine your using you could just set the color of an entire model that way if the whole model is one flat color. Then you could bake AO into a different vertex color channel.…
I have a world position offset material that controls an object's vertex positions relative to camera position. I have a point light that does not interact correctly with that shader. ( Example when the vertex move, the point light does not follow the vertex positions.) I have another variation of the shader that will move…
I was talking with a friend recently, and an idea popped into my head but since programming or scripting is not my forte, I figured I would put it out to the public and see if anyone familiar with programming Maya (or similar design suites) would know if it is possible. Basically, the idea was for a transform widget-like…
Hey, I was looking for a better way to lock specific components in place and I ran across this on the maya help site: To lock vertices * In your scene, select the components you want to exclude from your transformation. * Select one of the transform tools. See Transform tools. * Do one of the following to lock an axis:* In…
Hey! These look really cool already. Have you investigated custom vertex normals? Some ideas here http://wiki.polycount.com/wiki/Foliage#Foliage_Examples
So .OBJ is actually quite a dated format now, and alot of programs want to store information in it that it just wasn't designed for. Vertex colour is the best example of this. By default, .OBJ's do not store vertex colour. Zbrush actually has a hacky way to stick the colour information in the file, and then it knows how to…