As I understand it, if Unity recieves an FBX file with smoothing group information in it, it'll recalculate the vertex normals - even if the mesh is already supplied with vertex normals. So you in your FBX settings you need to: Disable "Smoothing Groups". Enable "Split per-vertex Normals".
I'm not sur if this will work but if you haven't done this give it a go: Select the mesh and soften the normals for it(Normals>SoftenEdge), rebake. If that fixed it the vertex normals running along the loops that you cut the uv's where the seam is are not aligned. Softening the normals aligns the vertex normals of each…
this little tutorial should help for the tga alpha http://www.cglearn.com/tutorials/max3/13_mapping_coords_still_life_part_3.html not sure about displaying vertex alpha, not even sure if you can. To display vertex colours, you have to go the display rollout and check vertex colours and shaded if needed
MAX: Vertex snapping. Just enabling 3d snap by hitting "S", and dragging a sub-object selection based on a vertex of my own choosing to quickly align it to any other vertex in the scene kicks ass. This is where I muster extreme restraint and avoid comparisons to Maya.
Hi. I need to change my character topology but by creating some additional vertexes, welding or moving them, my texture will be squash or stretched. I know it's normal! :\ and I know it's because of when I change a vertex, its equivalent vertex in UV will not change. So is there any way to inhibit this inconsistency? or…
Yeah, it's not finding the polygons that each vertex should get it's tangent vectors from. So it's instead creating tangents at each vertex for each polygon, target than a normalised sum of all the polygons of the vertex. Unfortunately, I can't use the "fix" because MODO doesn't export tangents and binormals :/
Some older file formats will force the models to be split on material seams. .3ds for example. Because the format itself can only store 1 material per vertex (1 vertex normal per vertex, 1 UV coordinate per, etc.) This might be what you ran into.
Not sure if you solved this completely, but are you baking and retaining the same vertex normals when viewing your model? To me it looks like you might have baked with averaged/smoothed vertex normals, then applied this result to your lowpoly which has hardened/flat vertex normals.
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
My idea is to use the vertex color to lerp between the sand ripples and smooth areas. I started by painting vertex colors in blender to match the windward side of the dunes I used shader forge in Unity to create a custom shader that will select between two detail normals based on the vertex color: