I'm using the zplugin multimap exporter to export all the meshes i have in the zbrush project but when i use it exports the obj with vertex color. Is there a way to export the to obj without vertex color?
I can't seem to get Shader FX to use vertex alpha. Is this broken in Max 2016? Vertex alpha is working when I use Object Properties to preview it, but not if I wire it into a shader. Am I just missing something basic?
If you are trying to get the scale right just so you can snap to the grid, you are in for a lot of hassle. If that's the case, you are better off using vertex snap. * Select the mesh you want to manipulate and make sure the Transform Tool is active. * Press and hold the V key to activate the vertex snapping mode. * Move…
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Hi guys so with 3ds Max we have Constraint options in Edit Geometry , but when I want to extrude vertex or edges along the edge I don't have any option. Also its quite awkward in Max that I can't align vertex to vertex/edge/face like with Maya just choose a vertex and hold 'v' on keyboard to align. :/
I've noticed something odd, if I adjust vertex alpha by hand the vert count stays the same as the number of actual verts but if I use the Vertex Paint modifier to paint the vertex alpha the number is tripled. I don't like the idea of tweaking the alpha of 2,000 vertices by hand. BTW I'm getting the verts from Max's "Map…
Hello, I would like to convert one vertex to edges in unwrap uvw but it doesn't work with one uv vertex selected ... it do work with 2 vertices or more. Do anyone know how can i achieve that ? So basiclally we select one Uv vertex we execute the script and boum, we do obtain all the adjacent edges. Thanks. Massimo
as others have said - this is because there's a few extra vertexes in there - one way to fix this is to select the vertexes in that area and do a weld/fuse on the vertexes with a small radius so it doesn't weld the wrong things.
Not familiar with Unity, but here's an idea for using several Vertex Normal sets. Store them as Vertex Color but use them as Vertex Normals :) Mesh.VertexNormals = normalize(lerp(Mesh.VertexNormals, Mesh.VertexColor[x], alpha));
What do you mean "baked down"? Vertex colors are not stored in a texture. If you want to bake lighting into vertex color, like ambient occlusion, the Vertex Paint modifier can do this.