Thanks, you're welcome :) You might have just missed applying this object a vertex normal map. Modo generates normals in the viewport on the fly until you specifically bake the vertex normal map into the model. You can check if one exists in the Lists panel in the bottom right. That'll ensure the normals are on the model.
Thanks for the feedback guys! Iv done some more on my inhibitor and i'm trying to get the final image together now. I wanted to render it in marmoset but i don't know if it supports vertex alpha / vertex colour from Maya? I can't seem to get it to work. Does anyone know? thanks!
I don't know, vertex blending can be really good, as long as you put a bit more into it then just using the default vertex color setup. This tutorial shows some examples, where you can get some sharper definitions between the textures, instead of the fading effect:…
??? If you want to hide faces in Modo, you just need to click on them and press H. If you want to hide everything except the selected faces, you press Shift+H. You can do the same thing by selecting an edge or vertex and it'll hide whatever polygons that edge or vertex is connected to.
Amazing work! My friend and I are debating weather the geo is modified at all for the specific objects and where it has damage, I say that isn't the case. I think it's using vertex blending and tessellation. My friend thinks it might be vertex blending and parallax mapping. Could you please enlighten us?
lol "butthair". I like it. I actually solved the issue real easily. Fade1 pretty had it nailed down; there was a problem with the vertex normals not registering correctly. I just selected the vertex of the two tiling sides and went to Normals> Average Normals. Literally one step. Thanks all the same though
I saw this on artstation. How was the vertex editing done to get the lighting. I am aware of the data transfer using a different mesh. Was the vertex editing on the mesh itself to get the correct shading and lighting? https://www.artstation.com/artwork/3nLJY Also is there a way I can render out an animation with opengl…
I'm afraid I don't understand your question. Like showing them off separately? Or perhaps having individual plants or custom versions of plant clusters (of the same species) rather than one big cluster that gets copied around in order to be able to better adjust them for the camera? Depends a bit on how much time you have…
Hello, I'm working with some curves I've created using xgen and I'm running into an issue where maya is only letting me convert the curves I've elected to control vertexes one at a time. It's a major pain to have to keep right clicking control vertex in the menu so I can edit them all at once. Any ideas as to why this is…
what your looking for is called a detail map..... some interesting stuff on blending in the detail map here other considerations are to use a second mapping channel for the detail map (otherwise it could be baked into the base map ;) ) , you can modulate the effect either with an alpha on the base or vertex color/alpha...…