onionhead_o - not sure if the vertex order does change, but maybe just the act mirroring the mesh may change the vert order? will have to have a look a that out of interest. re films/vfx the only problem I had was that in the film/vfx workflow, they always want a model to work with straight away, so they can test rigs etc.…
I had to double-check before writing this. Gouraud shading is used with vertex-lighting. What "Gouraud shading" really is, is a way of interpolating values within a triangle. Basically, to render a 3D triangle, the colours on its three vertices are calculated first (this is a mix of the lighting the vertices are receiving…
The reason for wanting a UV shell selection method is to be able to easily assign separate Smoothing Groups for each UV shell in order to improve tangent-space normal mapping results. Splitting the vertices themselves creates worse seams in the normal map. I only wish to split the vertex normals (thus, smoothing groups).…
Blender couldn't do anti-aliazing while baking. Couldn't bake UDIM tiles automatically, couldn't bake hard/split edges properly without cage or special support loops. So both Substance soft for example are technically still "better" or rather more convenient and less troublesome. They could average baking ray direction…
In general unless its a project with super tight resources I lean toward bigger tiles and hack up the geometry. People always freak out about a few more verts like its going to grind everything to a halt, but most of the time unless you're on the DS or iPhone, it won't. Especially since those extra verts let you do a lot…
I've fixed my right angle corner to fit the grid on both ends. I'm trying to fix my 45 degree angle piece to fit but unsure of what would work to make sure it fits on the grid. I have a straight piece to start then an angle of 22.5 with a second curve of 22.5 on the end. I forgot about this post and thought I'd finish and…
"My steps for this model are: 1. I've created UV splits for all the polys which have smoothing split" That part is good. "and hardened the edge boundaries of the current selected UV map via Modo's Vertex Map palette" That part is absolutely not necessary. You only need to UVsplit the edges that you decided to set as hard -…
One thing that might be awesome, is being able to use something like all of 3D Studio Max's modifiers to actually animate different effects (not skeletal) directly in the game without having to vertex bake everything. Totally would make a few games using just warp-space modifiers. Not to mention, if you wouldn't have to…
Well, your object is a bit small. You should consider scaling it a bit ( 100x for example ). Editing the lwoply model .obj I can see strange things coming from that Modo exporter ( like unnormalized normals, for example ( vn 0.0051 1.0000 -0.0040 ), so I bet the data could be a bit malformed. If you render a "Wireframe and…
Racer445: I quickly watched some of the first few videos. Looking pretty good, and pretty funny at times with the stuff you were saying, so I was entertained. I have a little crit for you though. Try to use connect in vertex mode if you can instead of cut. Connect will always join the two vertex together perfectly, while…