For something this big, its totally fine to bevel the edge in the mesh. however, this is something ive been seeing so much with peoples assets in unreal. use proper vertex normals. nobody thinks of this anymore and all I see are objects that are rounded all over. it looks wrong and nobody says anything about it. its not…
1. You wouldn't do that by changing the vertex color data at runtime, but by creating a custom vertex shader. Typically shadows are computed into texture maps instead of vertex attributes, because vertices are usually too far apart to make the shadow look good. I suppose it could be possible in theory, but it would be like…
Yeah, the polycount wiki is a really good source of information. But AimBiZ posted right after I just finished making this explanation image, so fuck it I'm gonna post this anyway :) WARNING: Normal maps, normals, and baking are more complicated than they seem at first glance. If you aren't familiar with the terminology,…
I finally have to skin some character for a Doujin team -_-... They want to work with Maya... Then I developed my skin tools on Maya!... Basically for a low poly model I don't need the paint tool... I lost my time and I already know each weight value for each vertex. Then it's more quick for me to do that manually!…
Can you post an example? Smoothing Groups are really just an abstraction of vertex normals. If you want to see what they're doing, add an Edit Normals modifier. A vertex on a hard edge has two vertex normals, one for each side's polygon. A vertex at the end of one of those hard edges, where the poly share SGs, just has a…
Thanks pior for the nice idea . it's a bit more straight forward over that bezier curves approach i do but requires more precise vertex placement. Even in your example the upper one is not perfectly straight having some points off . I sometimes need to straighten big chunk of a racing track Ariel image from a drone to map…
Inspired by Bhutanese Architecture and my travel experience to the Himalayas, i decided to create a story around it . Developed this project from Concept to Finish. Created several Trim sheets in Substance Painter as most of the design elements would be repeated throughout various architectural elements like doors,…
Do you want to transfer the highpolys vertex colour or has the highpoly own textures? If it has vertex cols, go to the highpoly tab and scroll to the right and check UNcheck the "ignore HPs vertex cols" and choose the right option in the baking tab (vertex cols). If the HP has textures, ignore the vertex cols in the…
Do the same thing that jeffro's tutorial shows, but change the Bake To, to verticies. That will get all the lighting baked down to vertex color. Then to save the vertex color out go to Edit Polygons>>Color>> Paint vertex color option box ( the [] next to it) In the paint vertex color options there is a drop down for…
I have been working on vertex blending for a while now, and this thread has helped me alot. I have taken the techniques discussed and added a bit more functionality to the shader that MoP was working on. I was thinking to myself, why not use the other 3 channels of the vertex color constant as inputs for other…