If you are trying to get the scale right just so you can snap to the grid, you are in for a lot of hassle. If that's the case, you are better off using vertex snap. * Select the mesh you want to manipulate and make sure the Transform Tool is active. * Press and hold the V key to activate the vertex snapping mode. * Move…
So i made animation for my fish character in Blender. I used Rigify add-on for the rig and then did the key frames etc... Then I started to render it in Marmoset Toolbag 4, but when I played the animation in Marmoset, one vertex starts to fly around. This is odd because the animation is fine in Blender. So I tested and…
What do you mean "baked down"? Vertex colors are not stored in a texture. If you want to bake lighting into vertex color, like ambient occlusion, the Vertex Paint modifier can do this.
Disabling "Replace Vertex Color" causes the vertex color to not be imported. "Remove Degenerates" causes errors with the vertex normals. But thanks anyhow. I guess I'll just use LoTekK's pow .45454 in the material.
Correct. Smoothing groups are simply a way to control vertex normals. Smoothing groups are meant to simplify editing vertex normals, but I think they actually make vertex normals harder to understand. Vertex normals are a mesh-specific control. Phong is a shader-specific setting. They both control the "smoothness" of the…
not sure if it's a bug or I'm doing something wrong but when I export any Subtool with Polypaint using FBX it will set the color of vertex ID 0 to all other vertices. it still exports as expected using OBJ. this happens on all meshes whether it's Dynamesh, Zremesh, with and without UVs. the red is vertex ID 0: the export…
Just to clarify I do not want to bake vertex colors to a texture. I want to bake passes like AO and Curvature to the Vertex Color. So the Red of the Vertex Colors could be AO and the Green of the Vertex Colors Curvature and B and A for something else. I found a Blender plugin but it still needs a UV for the baking process…
1) Is there a "good" or "bad" way to set up the alpha blend for vertex painting? Is it just preference based on aesthetics? 2) I'm trying to understand why this behaves the way it does: It works fine like it is, there is a 100% blend between the two diffuse textures I'm using it with. Why does it only work correctly when…
Ok guys, First we set up a flat plane model with a bunch of subdivisions. Than we made a world position offset vertex shader that morphs that model into a sphere. We want to apply reflections to the model, however when the reflections are captured, they seem to be only done after the vertex shader step. ( cutting them in…