Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?
okay, moprhing explained every vertex in a mesh has a number it's a bit of a simplification but a morph target in max stores basically this in a big table In the above example vertex 1 moves up -1 unit in the z axis and vertex 2 moves 3 units in the Y axis. If the number of verts in the base mesh doesn't match the number…
F1>vertexpaint ? I don't get what you ask. Assign a vertex paint modifier, everything is in there. You have to check the cube on the upper left of the vertexpaint window "vertex color display unshaded" to see it. You can paint manually, or bake a lighting ("assign vertex colors" using scanline renderer only). The vertex…
Hi Eric, thanks so much for the kind words and for taking the time to look at this! First, I want to thank you for creating those sample assets - they were invaluable as benchmarks for testing the importer throughout development. It's been great having high-quality reference models to validate against! You're absolutely…
Call it: Vortex It's simple, catchy, has kind of a techy feel to it, and it makes you think of Vertex. "Yeah I modelled this in Vortex". The logo could be a stylized tornado thing (put Vortex Logo or Tornado Logo on google image search and you'll get tons of examples). Later on when you release addons you could keep it…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…