if you don't mind i'll post some counter points and you can maybe tell me how i could get the most out of maya? cheers - Transfer Attributes never had a need to use anything like this in max, how useful is it in day to day environment modeling? - global soft selection definately simpler to do in maya, but not sure where i…
Don't forget you can also combine with vertex color for color variations, even though you're limited to 1 material. Brick/stone for example can be multiplied by vertex color to get red brick for chimney vs. tan brick for steps. You can even do gradients with vert color (green moss at bottoms of stones, or dirtier house…
@ThisisVictoriaZ Actually for any part that should be translucent in life) I made this quick example for you. U can apply the vertex colors directly in Unreal using a mesh paint tool. In this I just slightly paint across leaf and stem edges. Vertex color can also be used to remove translucency from desired parts. Hope this…
And just to drive this point home: There is nothing wrong with your initial bake. The normal map does exactly what it's supposed to do. Weighted vertex normals are more elegant in a way, can probably be compressed better and will show less errors with discrepancies between baker and real time rendering solution, but there…
Looks like the vert order is all messed up, so vertex #1 on the gray model isn't in the same spot at vertex #1 on the pink. It happens quite a bit when importing and exporting or merging objects. If the meshes are exactly the same, as in number of verts, edges and tris then you could use Morphix to reorder the verts on the…
When you export the OBJ file from zbrush it should say "exporting OBJ with polypaint" at the top of the screen. This is where the colors in substance painter comes from. Also when you bake maps in substance painter click on the map called ID in the baker dialog. This should have two drop downs. The top one should be set…
Hey thanks for the response Nightshade. I will take this all into account. You are basically telling me to keep as much of my shells intact as I can? Also I generally do not stack. Also, my new question is can I edit the vertex normals and keep all my shells the same uv island, and then modify the vertex normals to make it…
have been modelling in maya/ zbrush then will retop in 3d coat, was thinking of texturing in substance designer/ painter and i was leaning towards unreal engine as its already on my pc lol can i vertex paint in this? i still have to learn it to be fair so might be getting ahead of myself haha Thanks for the advice, will…
Cut tool works drawing a line from a vertex or an edge to another one and then making a straight cut between the two. I do not think it is patented, but who knows :P Anyway, what this software needs is a edge split tools (insert a vertex in the middle of an edge) and a proper quad support. For me that would be the minimun…
EarthQuake: Hard edges don't necessarily double the vertex count where used ;) It depends whether or not the model format being exported to supports vertex normals. Formats like MD5 that don't bother exporting the normals for geometry, assume completely averaged normals, so to get something that simulates a hard edge, it's…