thanks for all the feedback. I did a search for blending textures with vertex alpha but didn't find anything. Can anyone post some good vertex colors tutorials that deal with blending textures for environments? This is supposed to be a garage. No textures just playing with lighting. modeled mountain Thanks for the help.…
Here is an environment piece i've been working on. This is vertex lit with some lights in the scene. real time hardware render. I tried doing high quality mode with normal maps but maya 2008 doesnt' handle anything over 15k tris to well with normal map mode so i decided to stick with vertex lighting. My next environment…
I would recommend you do it via a mask multiplied over a vector parameter. While you could do it via vertex color, it's a pain to go back and forth between max (unless I am mistaken on this). With a vertex parameter you can easily adjust the color settings in UDK on the fly and get the exact color needed for your lighting.
I set the grid spacing to 0.0078125 ( 1/128 ) in 3ds Max and then turned on vertex snapping to align the island a bit better, I snapped each vertex to a grid point and it's given ever so slightly better results in UDK. Am I right in making the grid spacing that size, as in UDK 2px is removed to create a buffer for the…
I only do a "real" low poly for the outer ring. Maybe that i'm going to do a texture vertex blending in the inner ring (depend if the engine can do that). Accordingly I will optimise in the futur (vertex blending or not, split mesh for the engine, etc) The diffuse central slab is not over, too uniform. And I think restart…
Ouch. No access to the source skinned files? Good luck! You'll need some serious scripting mojo, if you want to extract hierarchical bone rotations from raw vertex motion. You might be able to rig something up where each bone is constrained to a nearby vertex or two or three, so the bones then follow the mesh as it moves.…
The great thing about rigging/skinning in maya is the ability to transfer skin weights from one model to another without the models needing to have the same vertex table or or even vertex count. If you have one character skinned, pretty much they all are, as long as they are roughly the same size and shape. VERY VERY…
modo, max, ps model time = 8hrs = 1494 tris texture time = 8 hrs = 16 64x64 disfuse maps and 1 64x64 alpha map lighting = 1 hr = 1 vertex color map This was for a handheld worldbuilder art test I just finished. The requirements were 1500 polys(tris), 16 64x64 diffuse textures and to be vertex lit. Critque is welcome!…
Can i stretch these two UV shell which has the same vertex count, into square shape (or other shapes but the two have to be the same shape) and stacking them, occupying exactly the same UV space on every vertex? I want to save texture space on a long blobly object. this is just an example, but the real object will have…
just a rant, doubt it can be fixed, or don't know if its been fixed in later versions: basically, preserve UV is messed up when working on areas with seams, like shown in this video: http://www.dejawolf.com/polycount/errars.avi the error happends only when moving the vertex shown selected. there's some distortion when…