I just tackled this problem myself recently. Its kind of a pain in the ass. There is a very good reason that vertex color is not stored in the same place as vertex geometry. This is because a single vertex can have multiple colors, the same way that a single vertex can have multiple UV map coordinates. For example, in your…
The maxscript listener code is fine, as long as you take the core of it and wrap it up nicely. Everything in the listener is written specifically for the objects that it is dealing with at the point, so I normally add a layer of abstraction. A simple script that I use a lot is rotating a character. I build my characters…
[ QUOTE ] I think I'm going to email mr. Thompson asking if Evil Eye Interactive can develop his game independently since no publisher will touch it. [/ QUOTE ] STOP. If you haven't emailed him yet, DON'T DO IT. (I'll explain why after editing my post) [edit] Okay, I had to amend all of this as an edit because I wanted to…
It is really not recommended to edit a baked normalmap afterwards. You can mess up the shading very easily. But is is fine to edit ao and other baked maps.
It could have edited normals, which are fixed in place. Add an Edit Normals modifier, select all the normals, and press the Reset button, then Collapse the stack.
...I think I was having trouble editing the sketchfab link in the previous page....sigh. DON'T EDIT THE ONE BELOW, LINKZELDA41. Below is the revised version.
You need to apply a smoothing group/s Edit Which you can find either via the "smooth" modifier, or in face/element mode of edit poly it will be in the main rollout.
changing all the smoothing groups to '1' basically should reset them. But you can also use the edit normal modifier (see below) try the edit normals modifier