BlvdNights, you're right! I have made the metal texture smoother now, thanks! Axios, yes I tried editing the vertex normals. First I tried to find the normal thief plugin, but didn't find it anywhere to Maya. Instead I created a balloonlike geometry shaped like the canopy of the tree and transferred the vertex normals from…
Like others have said not bad, glad i could help, also more subdivisions for polypaint does help, idk how someone said it doesn't. You need it to get the vertex colors to look nice, if this was around 1000 it wouldn't look as nice as it does now. I only play with poly paint to get a decent base or final (depends) but yes…
Just bind this to a hotkey and you're done : string $Objects[] = `ls -sl -fl`; // Store current selection for ($Obj in $Objects) { // Start a loop that will go through each object in your selection list select -r $Obj; // Select the first object in the loop polyColorPerVertex -rem ; // Remove any vertex color data on the…
So I noticed if I import a mesh that has no UV's I get different vertex counts if I import that same mesh multiple times — is tb2 doing some auto-UV process when you import if no UV's are found? That's the only thing I can think to explain why I can import the same mesh multiple times and get wildly different vertex counts…
Hey, I'm making an FPS game with a spherical world in Unity. We don't use any vertex shaders or anything: we just build directly as if it's a spherical world. I wouldn't recommend using vertex shaders because that might actually be harder to build -- it wouldn't necessarily be WYSIWYG anymore. We use a rigidbody FPS…
Sadly not. Shame it wasn't hosted on scriptspot. Maybe Ericchadwik or renderhjs ? This from renderhjs "But there is trick- someone wrote this maxscript: http://www.scriptspot.com/3ds-max/mapthief that projects verts from 1 mesh to another (trying to find match/ pair of verts with the same world positions) and then try to…
Hello , i begin the ground and i need some advice : Can you tell me the better way to texture it ( UV ) Here is the ground in UDK 1 ) i can do like this Legend : Pink : ground Other color : Rock ground So i can make 4 mesh for the rock ( 4 1024*1024) and use vertex painting for the ground ( PINK ) with 2 1024*1024 With…
I'm guessing you've learned this by now, but once you've baked your normals you generally shouldn't touch the vertex normals(smooth edge/harden edge/lock/unlock, etc.) as the normal map only matches the low poly's vertex normals as they were when you baked. Also, try to get as good bake as possible from your baking…
That's typical decimation geometry. The shading you're seeing is simply how the vertex normals are being calculated (and those do play a role both in how the mesh looks, and how a map bakes). It looks fine in zbrush because zbrush doesn't average the normals. Everything is flat shaded and faceted, and it looks smooth…
@myclay Sure thing - A way to do it would be to grab all the normals from a merged copy of the two objects. A few permutations are possible : either running the operations on separated models for head and body (thus maintaining vertex order), or, merging the head and body together, running the operations, and then…