Hi Friends, Our game is now on Google play store "DeerJump".DeerJump Home page We use unity3d engine and we use vertex color on 3d models. All model have single vertex color material. https://www.youtube.com/watch?v=VQQuneDaWRs
You can use vertex paint materials and decals to break up the tiled look. They can do a lot. All your graffiti could be a decal. Those dirts leaks and stuff could be vertex painted.
imho shrinkwrap is the fastest way just assign your selection to a vertex group and restrict the modifier to the vertex group, its like 3 clicks extra or, model your lp directly onto the mesh with snap to surface
Yes. You can adjust the vertex normals along the intersection. You would want to match the top vertex normals of the plane , to the ones on the cylinder, that are the closest to the plane. Also, this thread should be in the Technical talk section.
make sure you have your topology lining up with the buttons, if you have a vertex underneath it you can just copy the weighting over from that vertex onto your entire button
Also extra edge loops allow you to do more with vertex painting and vertex animation. Except for extereme cases, high polycounts in UE4 aren't going to have much of a negative impact on performance.
vertex shader of some sort with overlapping sine waves, modulate by a channel of vertex colour so you can keep the fixed parts attached to the yards/ropes properly and have the rest of the sail undulate??
I've checked my vertex normal directions along the seam, but to me, they seem to be okay. i'm not too familiar with working with vertex normals though, so, I could be wrong in my assumptions. Screenshot:
could you show the flower and describe how you want to make it bloom. intuitively i would scale it (vertex = (((vertex- center ) * scale) +center), but i wouldnt use an uniform scale but play aroube sinus of the y coordinate of the heig hedit or smoothstep, im a bit rusty with shader code