Tangents are vectors in object space that are usually perpendicular to the normals. Binormals (which are also sometimes called bitangents) are usually perpendicular to both the tangents and the normals. In all common tangent spaces used today, tangent vectors correspond to pointing to the right on your UV map in 2D space.…
some object using tiling texture some other is just unique , for the unique object, the material is much more simple than the wall of the house or some other object. ideally bigger object always uses tiling texture, while smaller object uses unique texture . probably Audrey Wong @audreee can explain more how the Unique…
No, x grid snap does not work for me with the new split tool? I suppose the grid as a snapping template might be useful for working to scale. I think the best solution for a predictable split tool behavior is to just crank up the magnet: Edge Snapping> snap magnets to 10. I do not know why the Edge Snapping magnets…
Assuming that you are comfortable with Polypainting to begin with (which is a whole subject in itself...), baking polypainted data down to a lowpoly model can be done in two ways that I know of : - Straight in Zbrush, using projection from one subtool to another. I personally do not do that, but it is covered in this video…
This is Maya? Or 3ds Max? For double-sided models like this, for a game engine, you'll want to manually create the backfaces. You don't want a shader to duplicate the faces automatically, because usually those new faces will inherit either default vertex normals (and thus not work well with your normal map) or else will…
For the poly paint I followed this... "Basically, just poly paint as you want to in ZBrush. No need for UV mapping on the high poly model, you're fine. Make your low poly mesh and add UVs. Use xNormal and UNcheck "Ignore per-vertex-color" on the high poly model. Then you can turn on "Bake highpoly's vertex colors" on the…
Been working all night with the shader. I´m using vertex paints to control the different areas of the ground. Since it´s near water I wanted to get the sea shore effect. It´s using vertex alpha to color the ground dark in that area and adjust the specular. Vertex green is controlling the glossness and it also tone down the…
And back to the topic... In my case (no normal maps, and extremely low poly models) this is a fantastic solution. In the end the vertex count is what matters to me (I'm a technical artist after all). Using Face Weighted Normals and UV Seams from Smoothing Groups I can lower the vertex count and get nearly the same visual…
yeeee... so i crack the match by name bake and did it successfully . thank you for your help guys . BUT as you can see the error below , it did not pick the vertex color i assigned to high poly meshes , i researched and found out that when exporting it to fbx i have to make sure that all vertex have color , like even the…
In 3dsmax I've used a blend material (rock and snow) using falloff as a mask set to World Z, Towards/Away (so it lands on the tops of the objects). If you set it up right it will obey the bumps. http://www.docstoc.com/docs/13492996/Making-Snow-in-3d-Studio-Max This is also handy for getting dirt and dust on the tops of…