Well instancing the vertex color on an object means you'll be instancing the object itself anyways. That depends on the engine. Vertex color (and vertex alpha most of the time) is not that expensive now days. I've worked on plenty of project on platforms that couldn't support lightmaps so vertex color (and vertex alpha)…
@cw: Thanks for the offer! Please use the following link to download the file from my website: http://www.mentallic.com/download/World_Tile_Flip_Work6.max The goal is to have the WAVE object move across the world map tiles. The WAVE object moves exactly one tile's width each frame. For each frame the script checks the…
you can code it via a HitMask, search udn for that. there's even code in one of the UDK gems, the one about realtime mesh deformation (which you can adapt so that it just paints "damage" instead of the DX11-only deformation) I did it that way and got it working for blood either way you'll need your UnrealScript class to…
I managed to recreate it just now. No idea what I did differently. Anyway, reason you can't rename the object to the same name as the filename is because as you import that file with the default import settings Maya will create a namespace for you with the same name as the filename. If you then try to name your newly…
Finally I Override 1/2/3/4/5 standard editpoly hotkeys with new macros Now hit 1 or 2/3/4/5 ==> go in vertex/edge/..() mode re-hit 1 or 2/3/4/5 ==> go in object mode and you can select another object! I have added a line, with "Max modify mode", like this, if your are not in "modify panel" when you select an object and hit…
Thanks for the tips! It was probably the folding on itself -issue: I was trying to do some shoe laces with cloth. Banged my head against the wall for a few hours, gave up and decided to sculpt them. Sucks to back down, but I just need to get this done. Have you ever tried shoe laces with cloth, or something similar? I…
Just because you are using the right applications for PBR doesn't mean you are using the correct physical attributes of the said object. You have to assign the right values to materials in the roughness/gloss and albedo still, or you will be using Physically based rendering with objects that aren't physically based.…
By the looks of things, I would hazard a guess that Rare utilised their famous "fur shell" technique that they used initially in Star Fox Adventures. Check out the silhouette: My carpet is merely made from polys. When I created it, I just made a base object (created in Maya) with mesh card quads scattered over it's surface…
- open the hyper shade - click on your objects material with right mouse button drag it down to graph network - now in the window below you should see a really simple material network. - open you outliner ( default h) - find your object - press the little plus on the left of your object ( might have to activate shape view…
in max right now it's not so easy work but standard unwrap utilities or better texture tools by @renderHJS should help a lot.. It's just packing separate object (can assign unique ID before merge) of 0-1 mapping into resulted merged mesh.. Than you can have texture lightmap atlas generated via some helper function or…