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
Try this, Select the object. Right click and open Properties. Make sure "Vertex Channel Display" is off. The Skin mod uses Vertex colors to display weights. I've had it on rare occasions leave that setting on (it's a bug).
Does one of the vertex paint channels control normal intensity? Sort of looks like one on the left does. The dirt layer is leaving a soft transition. Take a look at Virtuosic vertex blend tutorial on 3d motive.
There are obscure limits when editing vertex normals in 3ds max. I added them here. As long as you avoid these pitfalls, Vertex Normals Stitcher should work flawlessly. http://wiki.polycount.com/wiki/VertexNormal#3ds_Max
ok, thanks... so vertex painting and decals should be done in the gameEngine itself. In the 3d application you just do the basic model and tiling textures. Do you know of any vertex painting tutorials for the CryEngine?
if you're using maya, you can select the vertex and detach component then average vertex and you'll get a hole that you can scale/smooth as appropriate. the number of sides you get depends on the topology you start with.
Precision of vertex location, hm, that's an interesting clue. So you mean that exact the same vertex locations will compress to identical positions. (Hey, this just an example mesh :D It takes a lot of time in complex modular buildings)
Select center vertex -> to edge -> insert edge loop tool -> click and drag from near to that center vertex. couse absolute ofset get "as target" just this thertex - it's absolutely circle, no matter how many edges is.
I have had similar problems in the past with speedtree. I think speedtree resets your vertex normals to defaults. On top of that unfortunately their built in vertex normal editing doesn't do the trick for most things.
I'll quote aesir on the vertex blending alpha thing, anyone can give more info on how ot that in a major 3d app? preferably in max since I saw the vertex painting toll was nice