Been working fin up to know, but suddenly when I select a vertex now the move tool is at an odd angle, each vertex seams to have its own weird angle and if I select multiple vertices and move them they all go in different directions. Help :S
For an asset of that size I'd approach the model differently: as a tentacle assembled from neatly unwrapped modular assets with seamless textures. Then add some variation to the material via vertex color masks or as decals and add irregularity to the mesh (e.g. via vertex noise/random offsets).
You shouldnt need to use texture memory on alpha foliage. Vertex Color should have plenty of lighting information. Unless you want it dynamically lit from point lights. Set the Lightmap density to '0' on the grass meshes, which will default to vertex lit.
@throttlekitty Hey, One more question when I use smooth preview I have my vertex boundary set to sharp edges and when I click on smooth mesh preview to polygons it uses the vertex boundary sharp edges and corners anyway to fix this?
Both are great news to me. :) I'm not sure still though if the shading in CE3 makes a lot of use of vertex normals. It's even visible on the 2nd screen, maybe you could try bending them some more, and rotating just as single normals not per vertex?
I just bake stuff out in xNormal, zbrush interface and workflow is just too batshit crazy and convoluted sometimes. In xNormal select the "bake hi poly vertex colors" map, and also make sure that "ignore vertex colors" is unchecked on your hipoly mesh.
Alo, wasn't active here, but here's the progress so far. Updated storyboard- Shot4- Working mostly on shot 4 now. Figuring out workflows in Nanite and Blender. test surface mask test blend mask shader tests Lastest screengrab Gif progress so far- Youtube -https://youtu.be/-mlVTfCAZfg Geometry nodes- Started getting into…
That's a question for Unity then. Optimizations like this are totally up to the engine devs themselves. But yeah in general, morph targets are stored as position deltas only. No additional vertex data is kept around... UVs or vertex colors or hard edges are simply reused from the base model.
Texture atlases are used quite a bit, the EAT3D UDK tutorial is based off that and vertex painting. I would try setting up a vertex paint shader to try and create some variation in your materials. I guess you will be adding more in the future?
Have you considered that Reflection might be turned on? To check this, follow these steps. Go into Vertex mode (RMB)-> vertex. Click a vert on your mesh. Double click your Move Tool to bring up the tool settings. Scroll down and turn off reflection.