I use the same method thatanimator just said and it work very well. I would add : - don't forget to check "interactive weights", that means the sum of all influences of a vertex is always equal to 1 and never higher. - when smoothing influences lock every joints except the two you smooth between or some other joins could…
thanks everyone! David Wakelin: tnx man, live painting is done by painting vertex colors on the model. each channel ( in this case, r and g ) acts like a black/white mask in the shader's interpolation node. i usually add a few more tricks to make it less linear, mosty by adding or subrstracting that mask with any channel…
Also, with triangulation you are 100% how your shading is on your model. Imagine you got four side polygon, all vertexs are in the same z level. Then move on vertex up or down. Now you got two ways the shading can be, depending on which way you cut the polygon. Try it out and you will see. Especially with low low models,…
From another post, hopefully this helps: EDIT: Hmm... looks like I forgot to mention you need to mirror your triangulation as well, even though the triangulation on the base of my barrel there isn't mirrored properly as it should have been :poly136: EDIT2: Just a thought but now with FBX explicit vertex normals import…
It's better to not always use smooth when normal mapping. Reduce extreme gradients in the normal map to make better shading and less texture compression artifacts. To do this use smoothing groups (3ds Max) or soft/hard edges (Maya) to split the vertex normals. http://wiki.polycount.com/wiki/Texture_Baking When making…
Depends on what the bottleneck is in your scene. LODs usually are there to help you reduce draw calls, by using a simpler shader, turning off options you don't need far away, like specular or rim or changing to Lambert, or disabling transparency. If vertex transforms are slowing you down (a forest of trees for example)…
Its possible that they are doing truly dynamic booleans to break simple models like that. That would eliminate the prebroken normal weirdness. Its also possible that this object is pre broken but just done in a very smart way where the breaks all align to vertical topology lines, that way preserving the original normals…
Thank you @RonanMahon and @Dante_mL for the feedbacks. It's hard to start again after the breaks. :# @Dante_mL yes vertex blending is the beauty. I do have the blending on the assets. Moss on the left structure is vertex blend. There is dirt here and there, not visible much. I started with the scene. Polished the mountains…
@what's_true - I have actually vertex painted some wet floor, especially near the mop bucket, but I notice it's actually quite hard to see from that angle. I reckon it could maybe do with being a little less subtle. You raise a very good point though, I think more vertex painting would've fixed that. Thanks for the crit!…
Got the BP Setup done to a point where I'm 90% happy with it, and everything has materials. It's made in a pretty expensive way for what it is, but the effect is nice: * Reflector Normal and AO textures (pitted/bumpy metal) can be shared among all sorts of fixtures, Vertex Alpha controls emissive contribution * Glass is…