Thanks a lot for your comments everyone! I have changed the lighting according to the feedback. @sybrix: I'm afraid I can't really add more to break the repetition. It's a church and it wouldn't make sense to add more especially around the pews or the arches. @toolpaddz Thank you for the feedback! There are two reasons why…
I little time ago I found the origin of the problem. I forgot to write the answer of the problem here. It my fault in the end and how I manage my vertex normal in Maya. So what is the problem ? First I will explain how UDK import FBX : when UDK import any FBX it tries to find any smoothing group. With Maya there is no…
@ LRoy yeah, i tend to get better forms with LP, once i bake i push and pull until it looks good. A lot of people have problems with HP looking blobby, myself included in some areas. @cholden Thanks for your words chris! --- For those of you who read my big post about the project itself, you know one of the inherent…
Vertex colours is what you want, doesn't work on BSP only on the vertex of meshes and you will need to set up the materials for it. Look at the content > reflections subway, the walls are done via vertex painting (to get the chipped look. further info ...…
Again- .Env files are NOT only for envelopes. They store per-vertex weights if the vertex has been hand-weighted at all. I don't use envelopes either- .env files save vertex weights. I wouldn't be surprised if skin or die uses Max's save and load .env functionality but just wraps it into its interface.
OBJ doesn't do vertex colors, that'd be a problem. LWO seems to be pretty popular. I could use such a tool, Blender has no render to texture features and none of the available tools can handle vertex colors. Well, ORB can but it always crashes when I try to feed it anything with vertex colors or even materials.
To achieve this you can edit the cage . I am not sure about Maya but in MAx and Blender the tracing is happening in direction between low poly vertex and corresponding cage vertex. You can make the "face" side of a cylinder doing more like planar projecting , lesser of a lens effect for an expense of stronger distortion…
well when i set normals to face the vertex normals swap to yellow and when i smooth the vertex normals remain yellow but the vertex got only 1 normal instead of 3 so or the other 2 are deleted or all of them are overlapped. edit: but if i unlock normals again in the end all the yellow normals become green
Another good method for AO is to render it in zbrush, assign as vertex colors, and then bake those vertex colors. You can explode the mesh after assigning the vertex colors and it won't affect the shading. Its also a lot faster and generally better quality than most baking tools AO. The same method works well for cavity…
Hmm, a neat idea but I can't find a way to copy/paste the data, though :/ Not even through the vertex math tool, which lets you pass data from pretty much any vertex map data to any other vertex map. Seems the Subdivision Weight map is a special thing that isn't transferable. Freeze geometry? :(