I understand the lightmapping part...but open meshes add to the vertex count more than closed? I really thought it would be closed meshes that would have more vertices due to vertex-splitting when handling faces/smoothing groups O__o I'll go with the poop falling out...yeah...that sounds just fine.
looks like it might be a vertex color display problem, I can't seem to get vertex colours showing.. still no idea how to fix it edit: huh, if I work in a new file I can get it working, its something in the current file. I've tried exporting the model into a new scene though and still no joy
Looks to me like the model might have reversed normals before you sent it to mudbox. Check the vertex-normals (display > polygon > vertex normals). If they're pointing in the wrong direction but the object still renders fine with backface-culling, you probably have the opposite flag turned on in your render stats for the…
They have a terrain editor, there was a video a while back showing it off. It's not using vertex blending, vertex colors are used to paint shadows and highlights over the terrain. From my experience, most heightmap terrain editors store the texture blemd layers as greyscale images, I believe UDK, Crytek and Unity function…
Thats what i dont understand, there are no lights in the scene, made sure of that. As for XN, i got an error about ' Invalid function parameter 'msh' The mesh default has vertex UV indices but the count is not the same than the position vertex indices. please ensuren the mesh-> UVIndices.size() is ZERO or the same than the…
Collapse the stack, enter Edit Poly's vertex subobject mode. Unhide all in the command panel. Try working with Unwrap UVW again afterward. If that doesn't fix it, enter vertex subobject mode again, CTRL+A to select all, then click in the viewport to deselect the verts and enter Unwrap UVW. It's worth a shot if nothing…
Ok I kinda get the bump offset a little better now. Does it make a difference which texture channel it uses? or is it good practice to use the red vs the blue or green? And basically I don't need the Vertex Blend Mask since I'm not doing any vertex painting for this particular material right?
yes, you keep the weight, that's right. But you have the weight in a hand and the armatures in the other :D what I mean is, the bones are not link with "weight painted" parts anymore (vertex groups) :( so if I move a bone in pose mode, nothing happen :\ should I "reconnect" bones to vertex groups one by one?
Cool stuff! Is that a vertex blend shader for the stones, or decal? I feels kinda unnatural that the damage is handled like it's one piece of stone that's sculpted. If it's a vertex blend shader I would use the sculpt for your stones and sculpt in the damage there. And use a proper heightmap for mask, or well. Maybe a…
woha I'd love to work on some flying dynamics :D the clouds look really good but I wonder if they could be done procedurally and on the fly to avoid repeating (dunno about vertex movement in UE3 but I'd basically create one textured sphere and have the vertexes be moved in random directions and smooth out the result)