Hey thanks for all your help! Really think I'm getting somewhere now. I've found a couple of good lighting settings in speedtree and messed with the shader a bit. I would still like to steal the normals from a half sphere but that can't be done in speedtree. Basically speedtree pushes the normals out from the parent, in…
@bugo: you haven't reply yet to my post on the other shader. Your screenshot is done using this brdf shader, so I guess your problems are different. I'll check today at work since that might be a sampler state issue (a configuration of the textures). Basically the bug looks like the texture is not wrapping (repeating…
Display the vertex normals and you'll see why. They're pointing non-planar to the larger polygons. This is because the vertex normal directions are averaged between neighboring polygons. Face-weighted normals can help fix this, but not always. There's also the issue of non-parallel quads. The big top and bottom quads are…
Hey everyone, I have this spline I made and I want to edit the handles on one of the vertexes. The problem is it doesn't have any handles. Is there any way to modify the vertex so it does?
I'm having a bit of an issue with decimation and using it in a workflow that I've picked up elsewhere. Generally what I'm trying to do is create a mesh in Zbrush (say for some cliff elements in this case). I have it all sculpted, I decimate it and I want to port the mesh over into max at around 550k triangles for normal…
I've been a user of xNormal for a very long time. I have baked out several special maps and I feel like I can avoid problems before they begin. However there are some error that I have resolved through horrible practices. The errors come in many varieties but the common factors are either (A) xNormal thinks the vertex…
It's actually better to think in vertexes. Vertex count gives a more accurate reflection of how big the asset is going to be in memory and how long it will take to draw.
Thanks for that feanix, I knew about the vertex normals and fading the color to match the ground, but I never thought to have the upper vertexes to face out.