As promised above, this post is my tips about Cinema 4D's "Normal Tag"... In Cinema 4D, Vertex Normals (and thus, the 'smooth-shading' aspect of mesh objects) are normally generated and maintained by the "Phong Tag". The Phong Tag has options for setting a "Phong Angle" (smoothing angle) as well as an option to honor phong…
Thanks sybrix :) I'm testing out the vertex colors pass which is multiplied by the diffuse texture. Vertex color RGB is used to shade and add color variation to the textures while the alpha channel can be use to blend in another texture such as moss or dirt for example. I'm going to be using the custom cgfx shader me and…
[ QUOTE ] Vertex animation seems a bit expensive for something as easy to animate with a bone such as the breast. Especially considering half the vertexes of game models are usually in the beasts anyway, that's a lot of vertex data. [/ QUOTE ] Well it's still using md3, a vertex morph'd format, and nothing new has changed…
I am not sure about Maya but usually cage normals are irrelevant . It's cage vertex position in relation to low poly vertex counterpart that defines rays vector i.e direction of projection . At least it was always that way before, not by cage normals. Sort of a reason why cages had to have same vertex order as the low poly…
I'd like to drive vertex color by UV stretch. It would help to see it live in the viewport while editing UVs. Also would help to render this off as a visual for QA to check. Backwards UVs colored differently than front facing UVs. Vertex color to show texel density differences across the selected meshes. Another use could…
Your shading issue I believe is due to vertex normals, it's common with modular pieces like yours that you will have to tweak the edges to have them connect smoothly shaded with each other. So select your modular piece, and turn vertex normals on and you should see a bunch of lines poke out from where your vertexes are,…
Tiny update. Still making progress on the cards, but in the meanwhile that fur breakdown thread got me having silly ideas. Many unknowns, I'll only be sure it works when I get it into an engine, but I'm wondering about what vertex color is normally used for in creatures and clothing, because I got some interesting and easy…
Only MayaLT and FBX ? I want to export a standard maya file because currently that is the only way I can get vertex alpha into Unity, fbx does not support vertex alpha to Unity, although vertex colours come across. Or how about working with the Unity Dev. team and asking them to support the MayaLT format ? I have to say…
Colored materials applied to a model is not the same as vertex color data. Unless you baked the colors into the vertices as vertex color data. Assuming you have vertex colors present in your model, make sure you have "Ignore per-vertex-color" unchecked in your High Poly tab in xNormal. Keep in mind that this setting will…
Objective: vertex paint on tessellated static mesh * Testing vertex paint utilities in Editor on subdivided base mesh (~8k verts). On a highly subdivided mesh, there are sufficient vertices to support detail vertex painting in the editor. * However, when testing on a low poly model that was tessellated in the shader, the…