I'm with tinman about texturing breaking up the shapes, but overall, it's neato. Kind of reminds me of the sets from idiocracy. I'd like to request a vertical beauty render since this is a vertical piece. Since most of the original beauty is blurry background, it kills my eyes to look at it long.
It's probably just badly implemented. The tessellation should be displacing vertices to conform to a displacement map (it doesn't 'round out' the silhouette like subD would do). So that leads me to believe the hardware tessellation is working, but there are no displacement maps to offset the vertices included in the demo,…
.3ds only supports a single UV coord per vertex, so where ever there's a UV seam, the vertices will be split. If you still want to use .3ds, you can just re-weld the vertices in 3ds max. Easy... Sub-Object = Vertex, Select All, Weld.
From what I can tell and what I've read, you'll get better results by mirroring horizontally. I don't think you should attempt to mirror both horizontally and vertically at the same time like in your latest examples because vertically just does not work well at all. If you look at your new examples the horizontal mirroring…
Hey so i also plan to switch to modo. The reason are the prices for Autodesk products. Its not really affordable ;( I love Max and im thankful for free Student Versions. But 200 Bugs for a Month? Come on Autodesk...This is a price for a 3 Months Subscription in my eyes. Compared to Modo its round about 4 times more…
Very straightforward issue: import a plane with 4 faces, tessellate in the shader, then vertex paint. Despite tessellating to thousands of polys, vertex paint only respects the *original* vertex count? Stated differently: You cannot paint on tessellated vertices, only base mesh vertices(?)
Try putting the whole mesh to 1 smoothing group (all soft) and import that in and see if you're vertex count changes. Basically for every hard edge the vertices are broken so you get 2 vertices while soft edge is one.
What I meant was, the red button looks like it has 8 horizontal slices. Is there a special reasoning behind cutting it up like this? Seems like it could be a way to preserve a gradient when scaling it vertically, if there was a vertical gradient in the source art.
Well you need separate vertices to have separate vertex colors. otherwise you get exactly what you've posted, as the edge verts are all shared, so they have to pick one color or the other on export. Detaching the faces creates individual vertices so they can be colored appropriately.
I'm missing basic low poly modeling capabilities where I can create three or four vertices and then create a face between them. I tried extruding two vertices and then welding them but I wasn't able to create a face between them after I selected the edges.