One of the myths is that Tri-count is what matters. It's not true. What matters for performance and memory is vertex count. The only way to get an accurate idea of how much memory your model takes up is by counting how many vertexes it has in game. Modern consoles usually run out of memory before they see any framerate…
Wish I knew why, I asked Epic several times (plus emails) about said issue when I was making my master vertex material, and what is the logic behind it, but they didn't answer. I'm guessing they don't consider it a bug, but it still raises the question as to why this 'method' isn't documented for Environment Artists if…
Ha! Funny you should say that - I was modelling cliffs and rocks this evening and will update tomorrow! About vertex colour, I would have used it if there were more than one of those in the scene, but since I only need one, I figured I'd just texture it the ol' fashioned way. I'll probably use vertex colouring on the…
Your highpoly sculpt wont need UVs. The polypaint data is just simply vertex colors, and so your painting can be stored that way instead - completely independent from UV layouts. Xnormal is capable of reading and baking vertex colors. This frees you up to create the UVs however you want on your lowpoly model since they…
Question: How will working this way affect texturing the mesh? Given that a lot of masking techniques rely on using a curvature map generated from the normal map? It seems like you touched on this in point 4 but I'm not sure I understand what 'vertex based placement' means, does that mean procedurally placed or manually…
@Grimwolf, when this happens to me, the "Recalculate Vertex Normals" button usually helps to fix things. I'm not having the issues you're having with harden and soften on multiple face or edge selections. The integrated Vertex Normal Toolkit has been fine for me. It's other operations breaking the smoothing that I find…
A new Update to Substance Designer is now live. [size=+2]Substance Designer 3.7[/size] New features include: . Vertex Color Baker that allows you, among other things to bake a material mask map from polypaint in Zbrush or any other vertex painting tool. . Custom Cage Support for more precise baking. . A Ton of bugfixes and…
Hmm, are there tutorials for such things? I don't think I can recall needing to bake vertex colors out (what purpose does baking vertex colors serve again?) for any assets. And how do you "multiply" an AO map over the tiling texture? My first thought was in photoshop but that made no sense. I suppose that's an option in a…
You have to use a different smoothing group in the little extrusion you made. The normal of the vertice is averaged between the 2 faces at 90°, so vertex normal is at 45° instead of beeing up. Put an edit normal modifier on top of your mesh and you'll get how it works. You might want to look for information about gouraud…
Max's edgeloop detection checks at each vertex to see if there are three new edges coming off the vertex (it already has the previous edge), and then it selects the middle one, and repeats. With the top of a cylinder, there are only 2 edges (the side and the loop edge) so it fails. If you add a cap segment so the edge of…