Which 3d editing software are you using? You should be able to edit the vertex normals along those seams. The vertex normals are creating shading seams, because the default behavior is to average the vertex normals across nearby geometry. You want to force the normals to match the neighboring body part instead.…
You can also use a blend material, with vertex paint in the blend mask slot. Then use the vertex paint modifier to paint the mask and blend the two materials. Its a really easy way to do paths. It's not very export/game friendly unless your exporter understands the vertex color channel and knows what to do with it.…
It's never just an extra vertex - it's thousands of extra vertexes across thousands of assets. It's a bad habit and sloppy modeling. Like I mentioned before - I've had problems where artists I was working with have used hard edges and UV splits without paying any attention to the vertex count and ended up with meshes that…
You should try to find more reference of this location, so you can see it from different angles, closeups, without the motion blur, etc. One image isn't going to give you enough information, especially when you're just starting out. A lot of reference is key! Landscape in games typically mixes two main techniques...…
looking for any/all learning resources for unreal's WPO and vertex displacement system. Including HLSL / custom usage to do things you normally cannot. Isolate a single vertex? Calculate distance to the nearest vertex? Isolate all verticis that are in X range from each other? I'm aware some of these are near impossible…
There was a thread about somewhere on this, but I can't find it. If I have an object with modifiers in its stack, what's the quickest way to select the object and get to the sub-object mode at the bottom of the stack (ie. Select the object and be at Editable Poly - Vertex)? Ideally, is there a way to exit from an object…
you could have 2 materials and vertex blend between them. Like a dirty/damaged version, and a cleaner version and then blend them together with masks and vertex color, allowing you to paint in variation non uniformly. or something like concrete over bricks and chip away the concrete to expose brick etc. There are lots of…
This looks pretty sweet. Have you done any vertex normal editing on the foliage? You could probably get some nice shading there to make it look less like planes if you tweaked the vertex normals to be a bit more smooth. There's good info on the PC wiki about editing vertex normals for foliage:…
The thing is vertex painting can be used in some engines without the need for a texture, like unity. If you plan on only painting the highpoly and then putting the painted texture on to a low poly then you need to get the painting out the way first then think about baking. To vertex paint in 3Ds Max you simply use the…
Hi ! There is in blender an addon called F2 and with this you can create a polygon from one vertex selected just by pressing F on the keyboard...in C4D is true there are polygon pen but when its extrude a polygon from a selected vertex or selected edge it place the polygon weird and not following the direction of other…