Aha, so via the Paint Vertex Color Tool, we can apply a texture map as vertex colors, which can then be queried with "polyColorPerVertex -q -r -g -b", and written as normals via "polyNormalPerVertex -xyz". I'll try to write a script to write the colors to normals in the morning.
I'd just pull the information out of the object in my ue4 Shader unless there was a good reason no to tbh However, in max... Probably the simplest conceptual way is to script the vertex paint modifer - it's probably pretty well documented so have a poke around and see how you go.
I was wondering how simple? Do you need to start compiling scripts? I have downloaded and coocked/compiled the package from the starters kit with frontend), but I have no experience with coding. What other options are there. I haven't found any tutorials sofar, how to do it.
I still haven't found a way around it :/ I just offset one, then quickly go down my layers hitting CTRL+F on each one. It repeats your last filter. I remember finding a script for it once somewhere but it quickly stopped working for whatever reason.
In maya 2011, there's a transform component tool under edit mesh. Think thats what you're looking for.. Only thing is it's a one time thing so if you want to just turn it on and do stuff then turn it off then you're probably out of luck/have to script something if possible
Nice! That Perna guys, his something, isn't he? I would love if someone could super-size-boost Eric's script so that it does the math for you automatically with the real Vert/Tri formula, oh lordy, that would be insane and so much more confidence boosting.
They use face weighted vertex normals. Ther's a thread floating around about custom vertex normals on the first or second page. Should have some useful scripts for you. edit: http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1
Wasn't happy with the texel resolution; seems the normalization script wasn't behaving very well, so I rescaled them manually and repacked the UVs. Painted some textures. Hand-painted textures are harder than I thought they'd be... XD Also rigged her up for animation.
@Yadoob - This is very cool and will have tons of use for future workflows as deferred decals become more common place. I showed it around the office and others were excited about it! Waywo - We would gobble up a well constructed maya script that mimicked this! [Edited to be more constructive]
Blizzard's cinematics department is actually larger and apparently better equipped than pixar's so it shouldnt be a surprise. Also there is a Warcraft movie in the works, live action though. Supposed to be a trilogy. Legendary Pictures has the motion picture rights. Last I heard the script is getting a re-write.