I'm currently stuck on a custom rigging script as I don't know how to design it. I'm working on a custom auto-rigger in Maya, rather simple, that match the requirements of one of my game project. So it's a not a tool dedicated to match every case possible. Before explaining my problem, here is how my script is used : -…
When I do circular environments, I like to section things up, either 1/4 or 1/8th size pieces for the largest circular structures, and then maybe just cut the smallest stuff in half, then like you, I set the pivots at the center of the circle so I can just copy small pieces around to make texturing easier. Thankfully UE4…
Have you tried using a blend shape to update the vertex order? Use the newly-UVd mesh as the base model, and load the cage as a blend shape, then export that as your new cage.
Each channel has its own blending mode. By the default the AO is in Multiply for example. Here is how to can change them : https://support.allegorithmic.com/documentation/display/SPDOC/Blending+modes
You could already create some variation by simply scaling the UVs, so that stones at the bottom are larger than at the top. Adding loops to across the building will allow to further offset UVs. Regarding vertex-blending, you might want to look at the heightLerp function (explained by PrismaticaDev). Probably there is…
zbrush corrupted my file....hours down the drain. I hear the file is unrecoverable. I will cut myself. any tips so this wont happen again besides creatinga new file every time I save? cut cut cut bleed bleed
I'll just leave it here for now: This vertex blending technique (UE4) helps to make vertex blending less obvious and less density dependent. I use Photoshop Clouds filter for the mask.
The vertex blend shader does blend between two separate normal maps the brick normal and a separate moss normal.Its controlled by vertec colour R channel multiplied with its AO. No worries....:)
Ah Nevermind. Spoke too soon. Figured it out myself. Just used a blend material to blend the baked normal with a material function tiling stone material.