I am trying use vertex color to modulate the displacement on a mesh to avoid seams across material groups. I got that to work fine, but my vertex color doesn't import correctly. Does anyone know what causes this? I'm exporting as fbx and I'm using Maya 2012.
While using quad draw I am having this issue with simple dragging the vertex. As you can see it dosent just drag the one vertex it drags the whole thing and I have no idea why it is doing this. I have tried switching to vertex mode and many others. Any help would be greatly appreciated.
I am trying to do morph targets and i am using soft selection, edge and regular vertex selection to make facial expressions, when i am done i get an extra vertex! did this ever happen to you? what did you do, what am i doing? Thanks a million
I'm trying to place a plane in Unity with vertex colour applied and have it fade to from 0 - 100% opaque. None of the existing shaders seem to be able to do this. Whenever I look up tutorials it involves coding/scripting which I have little experience with. Is that really the only way to get fading vertex colour in Unity?
Hi there. So i had some issues with vertex normals in CE3 so i wen't on CryDev and asked. Only answer i got was that i'm not supposed to edit vertex normals in a PBR engine because it messes with the fresnel. I'm mainly talking about using it with vegetation. Does anyone have anything to add on this subject? Is it true?
Normal editing in modo's a bit of a pain. There's a Vertex Normal vertex map you can add to set explicit normals. I'm not 100% sure how you go about editing them other than setting an explicit value through the Vertex Map >Set Value tool. Which you have to do for each component of the normal :/ There's Vertex Map > Set…
I use Maya but still might be useful for workflow discussion. I turn on shaded uvs so I can tell where the overlaps are. I then click to select a vertex on an overlapping group of shells which selects 1 vertex from 1 shell, then I hold shift and marquee select that same vertex which deselects the vertex I had selected, and…
ya what you do, use use vertex colour + a smaller map, that influences how the textures blend via the vertex colour. This way you can vertex colour without too many polys, but it still has a nice edges too it.
http://www.xnormal.net/1.aspx ^ use xnormal to bake lowpoly mesh texture. zbrush hi-polypaint IS actually vertex color you must turn off ignore vertex color in hipoly mesh setting then choose bake hipoly vertex color