Giant thread of vertex painting in UDK. http://www.polycount.com/forum/showthread.php?t=66952 Tutorial on painting vertex colors: http://www.urgaffel.com/tutorials/vptut/index.html Chris Albeluhn vertex material setup and tutorial: http://www.chrisalbeluhn.com/UDK_Advanced_Vertex_Painting.html
IIRC QuickDirt was vertex-based, but I might be wrong. You could simply render AO into the vertex colors using the Vertex Paint modifier, then use the contrast adjustments in the same modifier. Should get you what you want.
Now I just need to pack all of these into +y +u. I feel like I'm doing something wrong. I'm zooming in and matching symmetrical UVs vertex by vertex, using the move tool with snap to vertex. It's really slow...
Hi guys, I've been looking for a way to paint and view a vertex alpha map on modo but couldn't find any answer so far. Thought some of you guys here can point me to a right direction? Purpose is to be able to blend 2 textures together based on a vertex alpha value to be used on Cryengine. Thanks~
Hey guys, I'm doing an art test at the moment for a contract using 3dsmax and the model needs to make use of vertex shading. I have never used it before so really my question is a how to? I can make vertex colour work in the viewport but not the shading which is what I need. Thanks for any help.
I am skinning the character's mouth(bone base facial rig), and when I am trying to paint weight, the vertex moves... So can anyone help with this plz? The vertex are not suppose t move while i am adding the weight.... :'(
I have a selection of buildings which i wish to bake some AO into using the vertex information rather than baking the occlusion into the textures as they do not have their own unique UV coordinates. It appears that the only way to do this in max 8 is to bake your vertex illumination using a radiosity solution in the…
no the vertex data (booth UV vertex and geometry vertex) is stored as X,Y,Z positions. The face arrays booth UV and Geometry Face arrays point with index numbers to the corresponding verts. 0 for example means the 1st vertex in that array, 1 means the 2nd array because arrays usually start at the index 0. For every face…
@huffer @pasha_sevez Pasha's script works just fine. But just fyi there is this option in the chamfer vertex tool options (click the rectangular box): check remove face (it is on by default). and 2 unlock the locked attributes, once you chamfer the vertex you will have to do so in the attribute editor. See my screen shots.…