can do a few things. you could multiply your emmsive texture by a vector 3 paramater, and use that to change the colour, in instances of the material. or you could multiply by vertex colour, and use the meshes vertex colour per mesh to change the emmsive colour.
I don't think there's a way without a cgfx/hlsl shader. I remember Bryce Vandermoortele did a vertex blending shader that has what you want. here's the link: http://www.polycount.com/forum/showthread.php?t=54839&highlight=terrain+vertex+shader
fogmann, in max the vertex shading from the low poly object still displays, making the object look poor even with a 'colourful' normal map. The only way around it seems to be to add more polys to make the low poly version 'vertex shade' better
Agreed I was just experimenting and switched back to DirectX 9 although now when in vertex mode none of the blue vertices show up in the view port?!? I've checked the show vertex in viewport option too in preferences and they're still missing :S
Finalised a high poly for the statue and put it into the scene. Working on textures in Substance Painter and painted on rough placements for the moss (planning to vertex paint a proper material onto the statue in Unreal once I make it) Trying to figure out how to soften the shadows so they're less harsh and closer to the…
Hey, I decided to start a desert temple / tomb environment. The main things I want to try and practice are vertex painting and trim sheets. So I will be trying to re-use trim textures as much as possible and keeping my tiling textures for places I want to use vertex painting. - Current - The environment will be inspired…
I'm thinking about changing my gamertag... currently it is Seri0us Joker. I'm finding that after the Dark Knight came out there are a lot of Jokers on xboxlive. Loose Guidelines: - Include Talbot - 3d art reference - rhyming - no numbers What I've come up with: Talbots Vertex Complex Vertex Render Bender Slender Render…
The Unwrapping is taking a while... it is extremely tedious in Blender. I have had to straighten sections line by line and also weld vertex by vertex when overlapping identical sections. I'm not sure whether I should give the padlock a separate texture sheet. Any ideas or tips?
Yeah, I use snap as well for this. I just wish that you could zoom in, click on the first vertex, zoom out/scroll viewport and then click the second vertex, because sometimes you just cant have both on the screen at the same time and visible. :( It's not a problem in XSI.
My problem is now that he dont want to merge Vertexes together. So the Smoothing dont looks nice at this point: I have selected the Vertexes and then clicked merge vertices. But he dont want to merge them correct hm... Here another picture of my workflow: