Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
I think I have the basic functionality down to make the bottle shapes that I want, the graph is a mess right now and there's probably better ways of doing this (there's absolutely a better way to organize the graph). But this is what I ended up with; The big idea is to be able to create a large number of assets with just a…
I read online whilst doing more research that "Vertex color is cheap (maybe not so much on mobile though) because its a per-vertex information. Thats also its main drawback : the vertex color resolution, if I may say so, is limited by the actual tessellation of the object. With a dense mesh, you can have vertex color…
Thanks alot! Replaced "W" with the first scrips, works perfectly! The select uv-shell script I cant get to work. I select a face/vertex and run the script and nothing happens, I dont get a errormessage either, I get "// Result: pCylinder2.f[10] // " or whatever object I have selected. The convert-to uv selection "to uv…
Maya is telling you how many positional vertices the mesh has. In Unity (and every other game engine) the mesh must be split up into one vertex for every unique property. So a hard edge in shading, vertex colour, either of the UV channels or mesh tangents - all of these mean the vertex has to be duplicated. If your mesh…
If you can't change the fact that your engine only supports 1 UV per vertex, then the path of least work may be to edit the vertex normals by hand, and re-bake the normal map. 1. Select all the low-poly body panels. 2. Add an Edit Normals modifier. 3. Select a pair of vertex normals along a panel seam, and press the…
You should watch your vertex count. Vertexes are what take up memory not tris. And the vertex count varies quite a bit by how many edge splits you have. A low vertex-to-poly ratio is as sign of a clean model.
Racking my head to get a hemisphere emitter with accelerating billboards towards the center point, it's easy to slow-in toward a point with dampen and velocities but the concept of a negative dampen seems impossible technically unless scripts are added obviously legacy systems solves this... but does anyone have a mobile…
quick update I tried importing Axe Only shows head and rig also but I was able get some information off the script editor. Heres the Pasete: // C:/Users/GriffeXe/Desktop/axe_model.dmx.smd // The current time is: 16:52:37.81 Enter the new time: // Warning: problem creating smd weight map template // // Warning: Command…