xoliul, that's not really true. How you generate the tangent space at the end (ie introduce new splits based on tangent vectors...) is really up the final implementation, and I would say differences exist here for sure. tangent space is a per-triangle feature (same as surface normal). But the same issues that exist when…
Hello Ben, i contact you about your script that help defining UV grid to snap uv point to every pixel of our texture 128² to 4096². I've seen that if you open the "Snapping Options" and turned on the coordinate rounding to "force fixed" instead of "fixed" you can use the move tool to snap a point to a pixel center just by…
there is no reason it shouldnt work. As said there were animated vertex normals, now with OS-normalmap it's the same, just on pixel level. You can think of those spaces as a "axis cross" with 3 vectors for each major axis. Whether you feed 3 vectors to transform tangentspace to worldspace, or objectspace to worldspace…
I tried making some basic meshes and it isn't really going fast :/ At the moment I make a row of vertexes, another row of vertexes and then select vertexes one by one and use the bridge button. Is there a faster way of doing this?
but the vertex painter need a lot of vertex to have a good detail on painted texture. How do you keep low poly terrain or terrain polygon optimized but at the same time be able to use vertex painter efficiently??
IIRC QuickDirt was vertex-based, but I might be wrong. You could simply render AO into the vertex colors using the Vertex Paint modifier, then use the contrast adjustments in the same modifier. Should get you what you want.
Yes, vertex colors for the win. Just divide large surfaces in some different polygons and you will be able to vertex paint them with great results. Take a look at Dragon Quest IX (NDS) graphics, it makes massive use of vertex painting on the scenery: Look at the fifth screenshot. Grass appears to be so colorful, with…
My experience with large terrains: 2 racing games, approx. 8km x 8km map size - the terrain is sculpted as one big piece then chopped up into sections for artists to work on the smaller pieces - I brought the smaller pieces that were adjacent to each other into a file. I would then use a script that automatically blended…
I have these shortcuts for the delete stuff. UniRemover needs some work though. Only shift+x is using a custom script. All the other shortcuts are default max commands. X Delete objects. CTRL+X Deatch (poly) ALT+X Colapse (poly) SHIFT+X UniRemover Uni RemovermacroScript UniRemoverCategory:"Pedro…
Vertex lighting is independent from vertex colors, you can have both on the same mesh. Vertex lighting sort of uses the same approach as vertex colors but to cast fake shadows on your object in the viewport quickly. Calculating shadows is what ties up a lot of the processor time when you click render or when you build a…