Yus! Been using this more and more recently and it's lovely. No need to worry about vertex normals or triangulation changing after baking your object space map... just throw it the FBX you exported to the game and give it your object space map, et voil
Make sure you've set the bone affect limit to 3. The default value for the Skin modifier in 3dsmax is 20 (i think) and that will cause issues when exporting. Dota 2 and alot of other games engines work with max 3 bones to influence the vertex weighting.
just fantastic job man, I love the ambience and lights! Ur final images rock! I like the contrast between tha sky and foreground - well balanced and fitted together. Great texturework as well. I am impressed by ur vertex coloring skills
Hey guys, Apologies for not posting any updates, but I have been extremely busy over the past week. Anyways, I have finally baked some bricks and messed around with vertex blending on the walls and ceiling. I will try to finish that door over the weekend.
Ok, so I figured this one out as well....apparently i had a side chest vertex about a pixel off of the UV space, so it moved it over into another UV group, which screwed it up (hence why the artifact is also on the arm UVs)
Looks great! the only CC I can give is to move some of your vertexs back slightly: Also, you may not want the eyes to be attached to the model, I haven't been modeling too too long, so anyone, feel free to correct me.
so much better, i would suggest a little vertex colouring round some of the peices to ground them. esp round the base of the builing, under the porch balcony and windows, not much in some of these cases, but just a little darkening or greening can go along way
If the engine can use vertex blending try this shader by Crazybutcher - it's great for doing terrain stuff like cliffs and caves. A good way to do caves and cliffs is to do a super boxy model and meshsmooth it, I'll try and write up a tutorial within a day or so.
Oh and I have relaxed UVs like 20 times, what I haven't done is a cage, I don't know to do one in 3ds Max, and I can't on Xnormal because the high poly is about 1,5 milion vertex and on DX9 the max is lower
Do you mean secondary spring-like animation, where it just lags behind the head/body motion slightly? Many ways to do this, perhaps easiest is the Flex modifier, via vertex selection. There's also the Spring controller if you want affect the bones instead.