ok... so i've been playing around with vertex painting. Finally got it to work between two textures, but how do I vertex paint with translucency? Is it a special node or a material property?
yep we got vertex lighting figuring out how to do all the material and vertex exporting now . it complicates things, but will be worth it. heres the done thing and a boat from the begining of the film.
I discovered there's another problem... when I try to move a vertex it just moves over the edges its connected to until it hits another vertex, I can't move it freely anymore
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
I once read a story about a japanese man that created a few 3d scenes vertex by vertex, basically just writing an obj from scratch. I can't find it though.
The only hard limits for UDK are StaticMesh: 65535 ( 16 bit index) vertexes SkelMesh : 4,294,967,295 ( 32 bit index) vertexes 45k tris seems to be normal for "next-gen" characters.
You know what would give it life? Vertex paint the wallpaper and add a windeffect to it. Small one, but this will bring it more to life! Also the coloring are very similar everywhere. Maybe mold texture to vertex paint? =
Hi there, Since www.highend3d.com doesn't work that well for some reason. Could anybody help me out by providing me with the following Maya scripts? - Zen Tools - Simple Pipe - Snap To Closes Vertex - ZhCG Tools - Vertex Align - WP Rename Thanks in advance!
The error message tells you all you need to know - there's a uv vertex in tile 0, -3 and painter doesn't like that. find the vertex, move it to a valid tile and painter will stop complaining
Only use one color, I suggest Red, then take the Red Channel from the Vertex Node and voila, unless Epic has changed the way Vertex colors are handled, this method should work.