Those extra loops are not adding anything to general form /silhouette or something. Their single purpose is to get rid of a shading gradient. And 3 extra loops on the top is not necessary actually. Would be ok to just add a single one with vertex normals edited to be perfectly perpendicular to surface . They are not by…
Well, you've always been able to bake seamless object space maps, but you have to ensure the mesh is smoothed (because it projects along the vertex normals). My cage script will alter the vertex normals so that the normal at each vertex points towards the position it has in the morph map. Modo uses it's own tangent basis…
1) Editing the geometry after skinning is a bit tricky and here is why... Every vertex is given a number, those numbers have bone weights assigned to them, when you save the weights and load them it assumes the vert numbers are the same. When you change the geometry the vert numbers change and now you have a bunch of…
Vertex Colors will help, but it is very difficult to get good gradiated (is that a word?) shading in small crevices without doing tons of little cuts to get your vertex coloration to fall off correctly. A map will let you get this detail a hell of a lot more easily. This all gets acerbated if your model is composed of…
I've heard that said over and over again, but i disagree. I do agree that you shouldn't consider them the same app. and you should recognize differences and see the potential strengths and weaknesses of each setup. But to not learn from your experience in one program seems pretty foolish to me. It's NOT a completely…
Sorry I tested that shader in max 2008, this version works on max 9 to. float4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 World : World < string UIWidget = "None"; >;struct app2vertex{ float4 position : POSITION; float3 normala : NORMAL;};struct vertex2pixel{ float4 position : POSITION; float3…
bought the hair tool addon for blender a few years ago and haven't used it for while, but its really is very nice, but is quite in depth at times. Has 2 options for short fur/hair for video games shell hair and short hair this is the shell hair. Not sure of all the options yet, but easy to use different vertex groups for…
Hey all, Maybe this can be a discussion. A recent response of mine to another poster on this site has got me wondering about workflows, time and efficiency. In this case I'm talking environmental modeling, UVing and texturing in a modular/reusable/hero + tiling/atlas/overlapping UV sense. I've read as many articles and…
That's cool Kapoff I've used vertex colours in maya and blender before, didn't realise you could have multiple vertex colour channels in blender. Do those import to unreal engine? Might be worth testing out on something simple yeah. I was hoping to do all my vertex colour work within zbrush as it keeps the workflow much…
Let's try to solve this. - its just that in your way you are working mainly with the duplicate instead of the original. In mine I am setting my hard edges and all that on the original....There isn't any benefit over using the linked duplicate versus the linked original because as you have said editing one or the other…