A lot of those errors, specifically the "x" shaped ones are happening because you didn't triangulate the lowpoly before baking. Different softwares tends to triangulate the mesh differently, so its important to triangulate before baking, and then use that export for previewing too. Also, the lowpoly vertex normals ARE…
Ok, now I'm gonna sound the the local ass clown here, but... I'm trying my hardest to get this all working with vertex painting as best as possible... VERTEX PAINT YOU SCREAM!? Yeah... Our engine has quite a complicated lighting set up and it looks stunning granted, the only draw back is that some things are not exactly…
test postx sorry this is playing up at work, already wrote a response that got lost. Basically you can do this three ways. In decreasing complexity. 1) i think you'd need to transform the matrix for the vertex shader to get it to stick to screen. you cant do transforms through the built in nodes in to vertex shader (at…
1) When I enable hardware shading, even after turning it off again, my vertex ticks become too small to see and changing their size in the viewport settings doesn't fix it. 2) Collapsing the stack with certain modifiers will change it from EPoly to EMesh. 3) The Cut tool changes cursors when it's over an edge or a vertex,…
My first guess would be that it IS the vertex normals getting messed up by Modo. It's one of the few things that I dislike about Modo is that it handles smoothing groups very poorly. Are you using obj to move your models back and forth between Max and Modo? And if so, when you import your model into Modo are you deleting…
Hi guys. This is probably a very common problem, but I can't find any useful resource on the web :/ I'm building a script that check the visibility of all the faces of a model from a certain camera angle and deletes them if needed. In this case 'visibility' is just testing if the face is 'facing' the camera, not an actual…
The first series in my collection is available for down load here. To preview a quick intro/demo video check out my YouTube channel: https://www.youtube.com/watch?v=tZsEzOCETBM The next series will get into a deeper understanding of the material editor. Hope this helps! You can also follow this thread in the ue4 forums:…
The path deform modifier deforms the mesh, so you'll have to export it in form of a vertex animation / point cache, which is why you need Alembic. You could try a Morpher perhaps if the transition between open and closed is linear (but then you probably wouldn't need a path deform). If you want a collapsable animation…
Hi. I've looked over the site for information on face weighted normals. I've come across some old depreciated tools and some newer ones that don't offer whats in other packages. https://polycount.com/discussion/183993/maya-free-face-weighted-vertex-normals-tool This tool seems to be the most recent but applies bevels to…
I am working with modular pieces but avoided trimsheet this time, instead I am having my set of wooden beams with normal map and textures (all on the same atlas) + a couple of tilable textures! Sorry the lighting is pretty messed up so far I just realized.. I also slightly vertex painted the bottom vertices on the tilables…