This is not the same as the Unity solution as you can see when the rock is moved into the terrain surface, you still get a material difference which causes a seam. The unity solution is just like vertex painting only your painting on both the terrain layer and the mesh at the same time so you don't get seams or a…
@Aya_Rei Thanks a lot! @ConnorDuke3DArt Thanks Connor! use vertex paint for texture blending. I created 3 different variations for the same material and blended them together with height based vertex paint. Then used props and decals to break even more the tiling. @YF_Sticks Thank you! You are too kind man :) Glad you…
I can only find split per-vertex normal's for an export. As you to redoing my hard and soft edges. Basically I softened the area which was affected then went around and hardened using mesh display > harden edge. This resulted in it looking fine in Maya but gave the shading back after I exported both with no export options…
you could try to orient the zip parts based on the normal direction of a poly plane. basically create a zip part at every vertex of one side of the plane and make them aim at the corresponding vertex on the other side of the plane or use the normal of that plane directly. that would give you a lot of control with a quite…
I don't, actually. I saw that F32 exporting is available since 3.5.4, but it may have been a bit buggy. I think the Export dialog gives you the ability to check F32 to -hopefully- allow for a higher vertex count, but I don't know of an exact number right now. I'm pretty sure the vertex limit isn't also just about the mesh…
As Eric suggested, blending between textures using vertex paint is a valid option for adding variety. If you want your tiles to look skewed or just give them some variation lighting-wise you could also consider using a macro-normal. It is essentially a small texture with randomized normal colors that uses less tiling than…
Right after finally not being busy, i have managed to start my head model, i've shown a few friends and other people and they say it looks pretty accurate, however there is the odd vertex that may disrupt the texture (doesn't really effect the model it'self) Right here it is, statistics aren't important so i'm not showing…
Well, his earlier small furry thing with giant thick cel shading was a better effort imo (i forgot where he posted that though) Try modeling vertex-by-vertex, face-by-face in a different modeling utility such as Blender! Here's an example, being the silly gargoyle jerk I am, had to model a black mage real quick, in only…
Most engines will triangulate it for you when you import it. The reason you want to triangulate yourself is to make sure everything comes out right, especially for n-gons. However for a flat wall I doubt it matters too much. Maybe if you are going to use vertex lighting and the import really messed it up. but.. if you were…
papervision is no language,- its a Actionscript 3 package to be used with flex, Flash CS3/CS4 or any AS3 supporting environment that can and publish flash movies collada (*.DAE) is bloated text format similar to ASE or OBJ but bigger because of the XML syntax- might not be a wise choice for each project. Papervision also…