Yea it uses the meshes red vertex color to determine sway strength. A good way to mask foliage is to bake it in your 3d package. This is achieved by setting up a point light at the plant/trees base, by making the light 'emit ambient' and then baking the light into vertices. There is also a way to generate a spherical fall…
I deleted your duplicate thread in General Discussion. Please don't make dupe threads. I searched a bit and found some info. Googled "vertices madden nfl" and found a thread where people are ripping models from Madden. You might find some good info in…
Just guessing, since I haven't used Unfold3D outside of Maya. Did you export the geometry from Modo with the vertex normal map applied? This looks like a shading issue whereby all the vertices are told to point in the same direction. Try applying one of the actions from the vertex normal kit/game tools in Modo, hopefully…
You should view your normal map in a game engine instead. Unity 5, Unreal Engine 4 or Marmoset Toolbag 3 etc. That error appears because you're viewing your normal map in 3DS Max, and that's a bad idea. And what comes to your UV's, you shouldn't place those more or less straight UV islands into an angle. Horizontal or…
In 3DS Max you can apply vertex colours to a face or faces (it'll do all the vert splitting automatically). Or in any other program you could probably split it, paint it then weld it back together (if you can't do the per-face option). Any 3D app worth it's salt should handle the split vertex map when welding the vertices…
In the Edit UVWs window, go to the Select menu at the top, and choose "Select Inverted Polygons." This will select the polys that are mirrored horizontally or vertically (but most likely horizontally in your case). With these mirrored polys selected, go to Tools > Mirror Horizontal, or hit the Mirror icon in the top…
At the bottom right of 3D Max there is an Orbit button. Click and hold on that button, then select the bottom option, Orbit SubObject. This will help with the "fast rotation". Once you set it the Alt+Middle Mouse drag becomes slightly different. Instead of orbiting around the object you have selected it'll use the…
I found this same issue when I tried the flowpath tool. As far as I remember there is a limitation of that tool that it only works on horizontal curves, nothing can be vertical. Try your same test on a curve drawn in the top view. I gave up on that crappy tool because of that limitation and went with the wire tool but it…
Another update. I know it could be optimised better on the cylindrical shapes but since this is purely a portfolio piece I left them fairly high res. Also, the hose may look like it's defying gravity, but generally the hose rubber used on welding equipment is of a weight that will support itself vertically. I may…
Guess i'll have to add some cracks to the original textures then The balconies... only the ground level stuff gets bevels to look rounded, or vertical edges that happen to go all the way up through the model. The lighting in the real levels is a lot softer and post effects were off for those screenshots so you can't really…